Adventure Game - Mechanics
The executive host is the person you need to go to if you have a problem with a regular host. They are also the person that SHOULD understand all elements of the game the most and if you ever have a question (host or player) this is the person to turn to.
If players have a problem with the current executive host, a complaint should be made to the site staff for review. The staff will then decide amongst themselves how best to proceed.
The executive host may play in games, however it may not always be possible and anyone in the position should be aware that they might be required to sit games out in order to co-host a game.
The host's job is to run the game. They are required to be unbiased however that does not mean they must take a back seat and are in fact encouraged to "play" the game by initiating random events- so long as all players are equally affected.
Themes are effectively game modes. They set the general premise of the story, the location and well the theme. Each theme will usually have it's own set of victory conditions and methods of scoring points.
The room is your current location. Despite the name, a room does not necessarily have to be a “room” as such and can be an entire planet/field/building if it makes sense or is simpler. It is simply your location within the game. In most cases though it will be a physical room.
Your role defines who you are, what skills & authority you may possess and what items might be available to you from the beginning.
Items & abilities assigned to a specific role may different per game. Though these items will keep to the theme of the role they may open up or close different strategies.
Your items and abilities will appear in your inventory. Every item and ability will do something different, to learn what one does click the Inventory link (you will be taken to a new page with all your items/abilities and their descriptions).
A round may last a maximum of three days, giving players ample chance to respond and do their actions. When all players have ended the round, or the three days ends, then the host will begin processing everything and start a new round.
Each player can make 3 actions per round. If you wish to make a stealth action, tick the appropriate box for the action. These can be anything you think you character can do and creativity will be rewarded.
Not all actions have to be made in the same reply. Doing actions in separate replies allows you to do some actions visible for others to see and some actions stealthed.
As mentioned above. You can stealth actions. The most important thing this does is it hides them from other players- only you and the host will see a stealth reply.
Any action done in stealth mode is automatically considered to be done whilst sneaking as well. If you attack and use stealth mode, your attack gains a sneak bonus. If you move to another room in stealth mode then you're considered to be sneaking into the room and thus won't be revealed when the room descriptions are updated- unless someone detects you.
Only a host needs to worry about this, but for those interested it's mentioned here.
Any action that affects another player (attacking, stealing, etc, etc) will be decided by two factors. The first and more important is a roll in the host thread by GTX's roll feature, the second is the host deciding the outcome based on that roll. Higher numbers should always provide better results. If you suspect a host is being unfairly biased you should discuss it with the executive host.
Attacks result in two rolls. One for the attacker and one for the defender, the highest number wins. If two people attack at the same time, they cannot defend and thus no defence roll is done for them.
Redack attacks Shadowwalked with a knife
Shadowwalked attacks Redack with a knife
In this simple example, Redack attacks and Shadowwalked retaliates. Very basic. So first the host will do two rolls to determine combat strength using GTX's roll feature and must be done in the host thread, this is so that there is evidence of an u biased outcome and that it is recorded in case a dispute arises. So lets do those roles.
As we can see, Redack has won. It's not a perfect win though, Shadowwalked was only 34 behind. This is where the host decides the outcome. Clearly it must be in Redack's favour and not too severe but the host is free to decide around that.
So in this case the host decides that Redack inflicts a chest wound to Shadowwalked and the host also adds a "debuff" to Shadowwalked that reduces his combat rolls (like the one we just did) by ten. It also plays a role in what we allow Shadowwalked to do from now on, as obviously he can't strain himself very much with that wound. As the numbers weren't too close, we leave Redack untouched.
There are many things that can alter the outcome. Weapons obviously play a role in deciding the outcome. If Shadowwalked had used gun, we'd need to take that into account and in that case probably harm Redack in some way so he could've easily shot before Redack got close... But the rolls and the numbers they produce must always determine the winner and how severe/lenient the host will be towards the loser.
During normal gameplay this is all hidden and the player will only see the outcomes of these rolls. However for fairness and records in case of a dispute the host is expected to do ALL rolls in the host thread and clearly label what they are for.
There is only one exception to probability. If someone rolls 100, the only counter can be another 100. A combination of buffs on top of your roll adding up to 100 counts.