Downtime clarifications

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Downtime clarifications

Postby Yoda » Mon May 23, 2016 9:48 pm

Greetings,

There's a whole list of things that came up last cycle that I wanted to clarify and tighten up. Some of these may seem harsh, but I'm trying to instil fairness across the board and that means enforcing rules the same way for everyone and being clear on what those rules are.

Before I get into that, some information about the forthcoming game. By Schisms Rent Asunder is taking place on a feudal world that has been out of contact with mankind for millennia. They have no concept of Thrones or wealth units, and your influence points will mean little to them. You may find it useful to take trade goods should you wish to engage in trading with local characters.

There are some corrections to ships that need made. A new version of the Ships sheet should be available shortly. As before, any ship which has not recently been recorded with the storytellers will not be available for use in downtime. If in doubt, send your ship's details to the storytellers before the end of the cycle. Also, be sure to name the ship that you are using when assigning ship actions as this will reduce confusion on what ship is being used. Numbering ship actions also allows easier tracking of ship movements.

Ships can only apply one point of speed to each endeavour they partake in. The exception to this is endeavours where, for example, the ship is performing Earn Trade Goods actions on its own and in order to simplify the narrative, the uses of the ship have been combined into one endeavour. As a rule of thumb, if it's plot-based or involves combat, the ship can only be involved once; if it's about making money or IP, multiple endeavours can be combined to simplify the narrative and reduce the total number of endeavours. In the case of multiple endeavours, each one should still be worked out separately and notes on the maths involved can be left in the freetext areas.

Units with MP or EP which also have traits which increase their effectiveness when used with certain keywords now explicitly only increase their contribution to difficulty and the traits do not affect how effective they are with regards cost. TL;DR: Agent, Special Ops, God-Machine and other traits may no longer be used to multiple MP used for cost, only for difficulty.

Trade goods gained via an endeavour cannot be sold during the same downtime cycle in which they are acquired. Long story short, allowing this has caused me have to do way more calculations in a single cycle than I should need to and means that the trade system isn't being used to its fullest potential.

If earning straight wealth is your aim, and you don't want to engage with the trade system, you can do an Obtain endeavour to Earn WU. This endeavour returns 1WU for every two points of difficulty applied. This ratio may be subject to change at a later date but will almost certainly not improve.

Any asset (including ships and influences) not assigned to an endeavour through an Influence action will not be accounted for in your endeavour result. Any actions which are misapplied, no matter how obvious the misapplication, will not be corrected. Any actions which are not assigned to endeavours, no matter how obvious it is that they should be assigned to endeavours, will not be corrected. The spreadsheets are taken as guides for the intention of the endeavour, but the actions actually assigned define the result. TL;DR: make sure your downtime is correct because we won't fix it for you.

All endeavours should have a clear statement of outcome, preferably included in the endeavour text. Any endeavour where the outcome is not clear will be failed with no result. Any endeavour which does not have an accounting of the projected maths will also be failed. Once the downtime window has closed, no amendments to endeavours will be accepted.

Chained endeavours (endeavours which follow on from each other in a shared narrative) cannot be longer than two endeavours within the same cycle. In order to provide the best narrative, chained endeavours need to be written by the same person and many of the volunteer writers are unwilling to take on more than two at a time. Having six separate endeavours share a chained narrative caused several delays in getting downtimes written last cycle.

Endeavours which narrowly miss their success levels will usually result in a partial success where many goals are achieved, but not all. This will not always be the case, and some endeavours are all or nothing. Endeavours with a variable outcome (IP, trade goods, restore MP, etc) will usually have their outcome diminished should insufficient difficulty be available rather than being failed.

In the event that you want to commit an asset to one endeavour but wish to hold that in reserve in case of problems with another endeavour (for example, you want to send your ship to make IP but you don't want your kill traitor marines endeavour to fail), then you may put a conditional into your actions to indicate this. Only very simple conditionals will be accepted, and the asset must be assigned to both endeavours with a clear indication of the conditional in both. This may only be used for either/or scenarios and cannot be used to provisionally assign an asset to more than two endeavours. The priorities involved must be very clear, and if it is felt that this facility is being abused, it will be removed again next cycle.

Where an asset, title trait, or other ability has been misused, the storyteller in charge of downtime responses will correct it to the best mechanical advantage available to the character regardless of what you or your character may believe to be the best outcome.

Where an endeavour has been calculated incorrectly, the storytellers will attempt to correct the maths. However, this takes quite a bit of time, and we would prefer that any doubt with maths be addressed well in advance of downtimes closing.

Tycoon and other similar abilities which boost other characters abilities in downtime must be clearly assigned and accounted for in downtime submissions with a notation of to what characters/endeavours it applies to. Ideally, it should be included in each applicable endeavour as an Influence action for ease of reference.

Multiple assets, influences, and other traits/talents can be included in a single Influence action in the downtime system if they are being assigned to the same endeavour.

Please use the trade system documents to work out your own trade maths. If we have to work out from base principles every purchase and sale in addition to all of the other work, it takes us even longer to process downtimes than it does at present. Examples of how this can be noted in your downtime will be provided on the forum shortly.

And that represents the entirety of the current corrections, clarifications, and minor changes to the downtime system. If you have any questions or want anything clarified, email storytellers@norestforthewicked.org.uk

TL;DR: the easier you make it for us to process your downtimes, the faster we can process them, the faster you get them, and the more time we have to get you awesome stories for what you're doing.

Be seeing you,

Yoda
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Re: Downtime clarifications

Postby NeillC » Mon Jun 06, 2016 12:02 pm

For an Obtain Endeavour to gain WU, what's the cost?
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Re: Downtime clarifications

Postby Yoda » Mon Jun 06, 2016 1:37 pm

I'm not sure I understand the question. It's an Obtain endeavour. That means you use EP to fuel it most efficiently the same way you do with any Obtain endeavour.

As no other cost/difficulty ration was mentioned, the cost is 1/4 the difficulty. The return is 1/2 of the difficulty. This does effectively mean that the cost is 1/2 of the outcome from my quickly jotted maths.

So if you put 250EP in, you get 500WU out. If you want to base it entirely on WU, if you put 334WU in for a 1000 difficulty, you get 500WU out, meaning you make a rough profit of 33% of the WU invested.

Factoring in Bolster to replenish the 250EP instead of paying 333WU, you'd need 188WU for the resupply to get the 500WU, so you'd make a 312WU profit in that case.
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