Guides

Player Event Guide

Guides.PlayerEventGuide History

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September 08, 2009, at 10:47 AM by Jeshin -
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There have been some subtle changes in the way in which players can interact with NPCs on the Sea of Storms. In the past players have been allowed to control basic NPCs such as barkeeps and serving girls mostly just for convience. However with player events the range of the choices now avaible to players has opened up. which brings up our first significant change.

to:
There have been some subtle changes in the way in which players can interact with NPCs on the Sea of Storms. In the past players have been allowed to control basic NPCs such as barkeeps and serving girls mostly just for convience. However with player events the range of the choices now avaible to players has opened up.

September 08, 2009, at 10:46 AM by Jeshin -
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Step 1: \\
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Step 1: \\
September 08, 2009, at 10:46 AM by Jeshin -
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There have been some subtle changes in the way in which players can interact with NPCs on the Sea of Storms. In the past players have been allowed to control basic NPCs such as barkeeps and serving girls mostly just for convience. However with player events the range of the choices now avaible to players has opened up. which brings up our first significant change.

to:
There have been some subtle changes in the way in which players can interact with NPCs on the Sea of Storms. In the past players have been allowed to control basic NPCs such as barkeeps and serving girls mostly just for convience. However with player events the range of the choices now avaible to players has opened up. which brings up our first significant change.


!!!A Quick How To
Step 1: \\
Think of a story that is both fun and interesting. Invite others to participate in your story.

Step 2: \\
Decide if you would like any existing NPCs from the database to participate in your story. If so, then you should read their database entry. If not, then you should think up some of your own for the story.

Step 3: \\
Start the Player Event and enjoy the story you've thought up with other players. If you want every player can help control the NPCs thus adding some surprise and variety in how they react.

Step 4: \\
Send in your log of the Player Event and get CP rewards and fame!

September 08, 2009, at 10:41 AM by Jeshin -
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List of Good Starter Events:
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List of Good Starter Events: \\
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List of some more advanced idea:
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List of some more advanced idea: \\
September 08, 2009, at 10:40 AM by Jeshin -
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NPC Usage & Reoccuring NPCs:
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NPC Usage & Reoccuring NPCs: \\
September 08, 2009, at 10:39 AM by Jeshin -
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The Official Player Run Event Guide!
The Changes & Basic Concepts
to:
!!The Official Player Run Event Guide!

There have been some subtle changes in the way in which players can interact with NPCs on the Sea of Storms. In the past players have been allowed to control basic NPCs such as barkeeps and serving girls mostly just for convience. However with player events the range of the choices now avaible to players has opened up. which brings up our first significant change.


!!!Player Controlled NPCs

These are basically extra characters you can include in Roleplays. The presence of Player Controlled NPCs makes the Roleplay a Player Event. An example of when there is a Player Event and when people simply puppet basic NPCs is simple. If the NPC serves a purpose to the story / roleplay and takes up significant time in posts. Below is a short list of some of the approved and restricted NPCs.

Approved NPCs:
citizens, street sweepers, travelers, sea folk, merchants, merchant guards, gamblers, innkeepers, barkeeps, serving girls, and some (typically working) members of a noble household. (((Note: can not be a major noble house pick ones of no importance, and no house seats of minor households))) Use your imagination, common sense, or ask an Imm if you're not sure.


Restricted NPCs:
warders, aes sedai, city guards, seanchan, aiel, dragonsworn, channelers, etc. Basically if they are tied to a guild, or someone of political or military importance, you shouldn't be messing with them.


NPC Usage & Reoccuring NPCs:
One of the cool little features we're adding is Reocurring NPCs. Using the NPC Database on the page before this one a player can easily look over all the submitted NPCs that have every been created and meet them. Essentially allows you to add support characters to create story lines without needing an Imm every time, the possibilities grow. If you particularly like a reoccurring NPC or feel like they'd be fun for other people to use then you can add them into the NPC Database for public use. (Once someone RPs with an NPC they can use them again unless it is a restricted or guild related NPC.)


[Please Ask about submitting to an NPC Database Religiousbum@gmail.com]


!!!Player Events

These are roleplays that are actually stories thought up and run by players and not Immortals. These Player Events use NPCs that participate and have motivations just like a real player. Only a player and not an Imm is posting for them. With player events any non-comabt activity can be undertaken within reason. If a Player Event escalates to a combat situation or is planned to do so. All someone needs to do is inform one of the event imms of it and they will come assist in the Player Event so it can continue.


List of Good Starter Events:
Tavern RP, Travelling in a city, Looking for someone or something and using NPCs to find it, Travelling outside of cities, minor festivals or gatherings, superstitious behavior from townsfolk about XYZ and players reacting to this, Assisting some refugee's with money or food, working a night on the docks and joining your new work pals at the pub,


List of some more advanced idea:
A storyarc involving trying to catch a thief while working with a thief catcher, helping a minor noble with XYZ task requiring extensive travel, patrolling for trollocs along the border, Searching for treasure information or other with a group, spreading political rumors in hopes of changing public opinion, anything that can be done with a mixture of non-combat RPs and Immortal run events strung together to form a story arc.


September 03, 2009, at 03:43 AM by Jeshin -
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BEING UPDATED COMING SOON - Last Updated 08.30.09
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BEING UPDATED COMING SOON - Last Updated 09.02.09
August 30, 2009, at 12:23 PM by Jeshin -
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There have been some subtle changes in the way in which players can interact with NPCs on TSOS. In the past players have been
allowed to control basic NPCs such as barkeeps and serving girls mostly just for convience. However with player events the range of
the choices now avaible to players has opened up. which brings up out first significant change.

~Player Controlled NPCs Now I know players can already puppet some NPCs. However the Player NPCs used in Player Events are a bit more versatile in their uses. Instead of using a barkeep or serving girl for 1 or 2 posts players can now take direct control of NPCs much like Immortals do during events. (I know awesome)

So players can control NPCs directly instead of meager replies to food or drink orders. That's great it really is since it now allows players to essentially run NON-Combat Events. Now I'd really like to stress this in the guide. I am not joking when I say that players can't essentially run NON-Combat events. The new Player Event policy is basically making every single one of you psuedo Event Imms. It is a great privilige and something that normally only Guild Leaders can really experience due to Guild NPC
Control. That being said it's also alot of fun.

The second change is the Imm rumor board. At its core this change represents a step toward realism on the MUD. Some MUDs will have players play for years without ever truly making a mark that can be seen after they've left. At TSOS that is has changed. Player Events [Which must be logged] and any logged and submitted RPs (Even some that Imms merely happen to watch while invisible) will be assessed for possible rumors.

~Imm Rumor Board
Controlled by the staff and generated by players. This board will consist of actions that NPCs have observed. For example if you assault someone PC or NPC and there are witnesses then the next time your in that area NPCs may be nervous or even outright displeased with your presence. This helps to add a realistic cause and effect to the RP atmosphere of every city in the MUD. Another example is if you and another player are talking about something of particular importance especially in a city such as Cairhien which is known for its eavesdropping it may become a rumor, or even the fact you where somewhere at a certain time could become rumor.

Rumors can be handled in several ways and in the past have mostly been managed by the Imms through the noteboard in Cairhien or Guild boards when more specific in their purpose. The term rumor can also be misleading. The simplest way to think of the rumor board (which Mortals cannot see) is that the rumor board exists as a collective NPC knowledge. If it is on the board and there is an NPC that would realistically have heard the rumor, then the NPC will have knowledge of RPs or events that it was not present at.



Player Controlled NPCs
--------------------------------
This section will include NPC Creation, Usage, and a few other nifty features of Player events. Lets first have a look into NPC
Creation specifically what kind of NPCs Mortals are allowed to tap for a player event. To easily answer this question I have
created these following lists. These are by no means the end all be all of what is allowed and what isn't. However it is a good
indicator of what you can expect if you ask an Imm about specific instances.

Approved NPCs: citizens, street sweepers, travelers, sea folk, merchants, merchant guards, gamblers, innkeepers, barkeeps, serving girls, and some (typically working) members of a noble household.
(((Note: can not be a major noble house pick ones of no importance, and no house seats of minor households))) Use your imagination, common sense, or ask an Imm if you're not sure.


Restricted NPCs: warders, aes sedai, city guards, seanchan, aiel, dragonsworn, channelers, etc. Basically if they are tied to a guild, or someone of political or military importance, you shouldn't be messing with them.

~NPC Creation
Step 1. Why are you creating it? What purpose will it serve or need will it fulfill for your story arc or the MUD as a whole?

Step 2. Does an NPC similar to the one your planning on creating already exist? If so, why are you making a new one?

Step 3. What is their personality, nationality, and 'profession'? (e.g.: dock worker, unemployed, traveler, etc.)

Step 4. What is their age, physical appearance, and normal apparel?

Step 5. Where are they most likely to be found (or if they travel what is their current location)?

Step 6. Will this NPC most likely exist after your event or story arc is complete, and if so do you think others would use it?


Example: Bob
Step 1: I'm creating Bob to provide a key character for a story arc that will span several events, and will involve multiple
players. He is going to be an informat/Guide for them on their expedition to find a possible buried treasure from the time
of Artur Hawkwing.

Step 2: Jane the Thief Catcher does exist in the NPC Database, however her personality and location are not compatible with the
story arc I am trying to run.

Step 3: Bob is a pragmatic character who keeps his word no matter what, since to him it is good for business. He hails from Tear,
and at one time worked as an informat for several different thief catchers before getting caught peddling illicit supplies
that had been stolen. After that he left Tear and went to Andor, continuing some of his less then reputable dealings.

Step 4: Bob is in his late 40's with a very skinny body with barely any muscular build. He has salt and pepper hair worn back in
the traditional andoran style, and olive skin. He wears the normal Tairen fair of a short court with baggy pants tucked
into dark brown leather boots. His teeth are amazingly white, and when he smiles his eyes squint in a shrew like way.
Step 5: Bob is most likely to be found in the Playing Game dicing with a few associates who work at the docks.

Step 6: Bob will probably exist after the story arc is complete, and others may enjoy using him. I expect that the people who are going to participate in the story arc with Bob will enjoy using him in their own player events since he will be a very useful NPC. (Could be used by Imms for Rumor passing)

As you can see while creating Bob I also laid the groundwork for the NPCs he associates with. Since he seems to be of the dabbling
in illegal ventures type, his associates / Other NPCs he deals with will most likely share a similar trait. Bob also has a purpose
for the MUD since after the story arc if he where to survive he could be used by other players or even Imms because of his general
informat 'profession'.

~NPC Usage & Reoccuring NPCs
One of the cool little features we're adding is Reocurring NPCs. Using the NPC Database on the page before this one a player can
easily look over all the submitted NPCs that have every been created and meet them. ssentially allows you to add support characters
to create story lines without needing an Imm every time, the possibilities grow. A short example would be if Bob and Joe were
trying to get to Four Kings and didn't have any horses. Hank might be a merchant, or just a fellow traveler, and perhaps he offers
to give them passage with his caravan or share his spare horse with them. So the first RP could be the meeting, and the following
RPs the travel and arrival in the city. If you particularly like a reoccurring NPC or feel like they'd be fun for other people to
use then you can add them into the NPC Database for public use. (Once someone RPs with an NPC they can use them again unless it is
a restricted or guild related NPC.)

[Please Ask about submitting to an NPC Database Religiousbum@gmail.com]


Events
---------------------
This is really simple. Player Events are really just a coined term. In reality it is a structured way to explain the type of control players now have over NPCs. It is kinda of like an event but doesn't have to be so grand and awe inspiring as some Immortal events can get. So General RP with a bit of advanced NPC usage is really a possible player event and basically is the whole idea. So when trying to figure out what exactly you can do with this just think of a few basic concepts.

On the mud there are tones of MOBs not as many as we'd like but we do have a fair amount. These are just a small fraction of the amount of people that live in these cities ICly & yet we have 2 players or small groups walking around or talking or doing whatever together without ever meeting any of the potentially interesting people in the world. One good event might be actually having a group of players interact with the NPCs that should exist in a given area. A good starter event to test the waters would be a tavern RP in which the NPCs in the Tavern are alive and interact with the players not just the serving staff.

List of Good Starter Events: Tavern RP, Travelling in a city, Looking for someone or something and using NPCs to find it, Travelling outside of cities, minor festivals or gatherings, superstitious behavior from townsfolk about XYZ and players reacting to this.

List of some more advanced idea: A storyarc involving trying to catch a thief while working with a thief catcher, helping a minor noble with XYZ task requiring extensive travel, patrolling for trollocs along the border, Searching for treasure information or other with a group, spreading political rumors in hopes of changing public opinion, anything that can be done with a mixture of non-combat RPs and Immortal run events strung together to form a story arc.
to:
BEING UPDATED COMING SOON - Last Updated 08.30.09
August 30, 2009, at 07:47 AM by Jeshin - Testing Edit to fix format.
Changed lines 8-16 from:
*Player Controlled NPCs
Now I know players can already puppet some NPCs. However the Player NPCs used in Player Events are a
bit more versatile in their uses. Instead of using a barkeep or serving girl for 1 or 2 posts players
can now take direct control of NPCs much like Immortals do during events. (I know awesome)

So players can control NPCs directly instead of meager replies to food or drink orders. That's great it really is since it now
allows players to essentially run NON-Combat Events. Now I'd really like to stress this in the guide. I am not joking when I say
that players can't essentially run NON-Combat events. The new Player Event policy is basically making every single one of you
psuedo Event Imms. It is a great privilige and something that normally only Guild Leaders can really experience due to Guild NPC
to:
~Player Controlled NPCs Now I know players can already puppet some NPCs. However the Player NPCs used in Player Events are a bit more versatile in their uses. Instead of using a barkeep or serving girl for 1 or 2 posts players can now take direct control of NPCs much like Immortals do during events. (I know awesome)

So players can control NPCs directly instead of meager replies to food or drink orders. That's great it really is since it now allows players to essentially run NON-Combat Events. Now I'd really like to stress this in the guide. I am not joking when I say that players can't essentially run NON-Combat events. The new Player Event policy is basically making every single one of you psuedo Event Imms. It is a great privilige and something that normally only Guild Leaders can really experience due to Guild NPC
Changed lines 13-34 from:
The second change is the Imm rumor board. At its core this change represents a step toward realism on the MUD. Some MUDs will have
players play for years without ever truly making a mark that can be seen after they've left. At TSOS that is has changed. Player
Events [Which must be logged] and any logged and submitted RPs (Even some that Imms merely happen to watch while invisible) will be

assessed for possible rumors.

*Imm Rumor Board
Controlled by the staff and generated by players. This board will consist of actions that NPCs have
observed. For example if you assault someone PC or NPC and there are witnesses then the next time your
in that area NPCs may be nervous or even outright displeased with your presence. This helps to add a
realistic cause and effect to the RP atmosphere of every city in the MUD. Another example is if you and
another player are talking about something of particular importance especially in a city such as
Cairhien which is known for its eavesdropping it may become a rumor, or even the fact you where
somewhere at a certain time could become rumor.

Rumors can be handled in several ways and in the past have mostly been managed by the Imms through the noteboard in Cairhien or
Guild boards when more specific in their purpose. The term rumor can also be misleading. The simplest way to think of the rumor
board (which Mortals cannot see) is that the rumor board exists as a collective NPC knowledge. If it is on the board and there is
an NPC that would realistically have heard the rumor, then the NPC will have knowledge of RPs or events that it was not present at.


to:
The second change is the Imm rumor board. At its core this change represents a step toward realism on the MUD. Some MUDs will have players play for years without ever truly making a mark that can be seen after they've left. At TSOS that is has changed. Player Events [Which must be logged] and any logged and submitted RPs (Even some that Imms merely happen to watch while invisible) will be assessed for possible rumors.

~Imm Rumor Board
Controlled by the staff and generated by players. This board will consist of actions that NPCs have observed. For example if you assault someone PC or NPC and there are witnesses then the next time your in that area NPCs may be nervous or even outright displeased with your presence. This helps to add a realistic cause and effect to the RP atmosphere of every city in the MUD. Another example is if you and another player are talking about something of particular importance especially in a city such as Cairhien which is known for its eavesdropping it may become a rumor, or even the fact you where somewhere at a certain time could become rumor.

Rumors can be handled in several ways and in the past have mostly been managed by the Imms through the noteboard in Cairhien or Guild boards when more specific in their purpose. The term rumor can also be misleading. The simplest way to think of the rumor board (which Mortals cannot see) is that the rumor board exists as a collective NPC knowledge. If it is on the board and there is an NPC that would realistically have heard the rumor, then the NPC will have knowledge of RPs or events that it was not present at.


Changed lines 29-39 from:
Approved NPCs: citizens, street sweepers, travelers, sea folk, merchants, merchant guards, gamblers, innkeepers,
barkeeps, serving girls, and some (typically working) members of a noble household.
(((Note: can not be a major noble house pick ones of no importance, and no house seats of minor households))) Use your
imagination, common sense, or ask an Imm if you're not sure.


Restricted NPCs: warders, aes sedai, city guards, seanchan, aiel, dragonsworn, channelers, etc.
Basically if they are tied to a guild, or is someone of political or military importance, you
shouldn't be messing with them.

*NPC Creation
to:
Approved NPCs: citizens, street sweepers, travelers, sea folk, merchants, merchant guards, gamblers, innkeepers, barkeeps, serving girls, and some (typically working) members of a noble household.
(((Note: can not be a major noble house pick ones of no importance, and no house seats of minor households))) Use your imagination, common sense, or ask an Imm if you're not sure.


Restricted NPCs: warders, aes sedai, city guards, seanchan, aiel, dragonsworn, channelers, etc. Basically if they are tied to a guild, or someone of political or military importance, you shouldn't be messing with them.

~NPC Creation
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Step 6: Bob will probably exist after the story arc is complete, and others may enjoy using him. I expect that the people who are
going to participate in the story arc with Bob will enjoy using him in their own player events since he will be a very
useful NPC. (Could be used by Imms for Rumor passing)
to:
Step 6: Bob will probably exist after the story arc is complete, and others may enjoy using him. I expect that the people who are going to participate in the story arc with Bob will enjoy using him in their own player events since he will be a very useful NPC. (Could be used by Imms for Rumor passing)
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*NPC Usage & Reoccuring NPCs
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~NPC Usage & Reoccuring NPCs
June 09, 2008, at 04:33 PM by Jeshin -
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Events
---------------------
This is really simple. Player Events are really just a coined term. In reality it is a structured way to explain the type of control players now have over NPCs. It is kinda of like an event but doesn't have to be so grand and awe inspiring as some Immortal events can get. So General RP with a bit of advanced NPC usage is really a possible player event and basically is the whole idea. So when trying to figure out what exactly you can do with this just think of a few basic concepts.

On the mud there are tones of MOBs not as many as we'd like but we do have a fair amount. These are just a small fraction of the amount of people that live in these cities ICly & yet we have 2 players or small groups walking around or talking or doing whatever together without ever meeting any of the potentially interesting people in the world. One good event might be actually having a group of players interact with the NPCs that should exist in a given area. A good starter event to test the waters would be a tavern RP in which the NPCs in the Tavern are alive and interact with the players not just the serving staff.

List of Good Starter Events: Tavern RP, Travelling in a city, Looking for someone or something and using NPCs to find it, Travelling outside of cities, minor festivals or gatherings, superstitious behavior from townsfolk about XYZ and players reacting to this.

List of some more advanced idea: A storyarc involving trying to catch a thief while working with a thief catcher, helping a minor noble with XYZ task requiring extensive travel, patrolling for trollocs along the border, Searching for treasure information or other with a group, spreading political rumors in hopes of changing public opinion, anything that can be done with a mixture of non-combat RPs and Immortal run events strung together to form a story arc.
June 09, 2008, at 04:25 PM by Jeshin -
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Step 1. Why are you creating it? What purpose will it serve or need will it fulfill for your story arc or the MUD as a whole?
Step 2. Does an NPC similar to the one your planning on creating already exist? If so, why are you making a new one?
to:
Step 1. Why are you creating it? What purpose will it serve or need will it fulfill for your story arc or the MUD as a whole?

Step 2. Does an NPC similar to the one your planning on creating already exist? If so, why are you making a new one?
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of Artur Hawkwing.
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of Artur Hawkwing.
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June 09, 2008, at 10:29 AM by Jeshin -
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-----
Introduction
-----
This Guide is intended to be an educational resource for newbies and oldbies alike. The purpose of which is to lay out the basic ideas and practices for running what might be called a Non-Combat event. The main vehicle for such RPs tends to consist of somewhat advanced control over NPCs. This has long been thought to be the domain of the Immortals, particularly the event staff. Players have always had the freedom to use/control NPCs in their RPs in limited ways, however as time has gone by it has been decided to expand the NPC control privileges in a few ways. Now while this seems like a wonderful opportunity (and it is), it is also a responsibility. Abuse of the expanded NPC control that players will be given will not be tolerated on any level. That being said enjoy the guide, any feedback would be appreciated.\\\
\\\


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The Changes
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There have been several changes made to the general approach to RPing on TSoS that will empower players to run non-combat events. The first is with the ability to control regular NPCs. Now, many of you know that a degree of NPC control is already allowed to the general playerbase to create a background for RPs in public settings. Well it's being pushed further now to allow players to exercise some control of a wider variety of NPCs.

Common NPCs being things such as citizens, street sweepers, travelers, sea folk, merchants, merchant guards, gamblers, innkeepers, barkeeps, serving girls, and some (typically working) members of a noble household. (((Note: can not be a major noble house pick ones of no importance, and no house seats of minor households))) Use your imagination, common sense, or ask an Imm if you're not sure.

Restricted NPCs being warders, aes sedai, city guards, seanchan, aiel, dragonsworn, channelers, etc. Basically if they are tied to a guild, or is someone of political or military importance, you shouldn't be messing with them.

Besides the addition of additional NPCs that can be controlled, the staff has added emphasis on the concept of a reoccurring NPC. The premise is simple. If Bob and Joe (both players) are in a player event with an NPC named Hank. After that RP is finished Hank can still be used. This may seem small, but if you take into account that it essentially allows you to add support characters to create story lines without needing an Imm every time, the possibilities grow. A short example would be if Bob and Joe were trying to get to Four Kings and didn't have any horses. Hank might be a merchant, or just a fellow traveler, and perhaps he offers to give them passage with his caravan or share his spare horse with them. So the first RP could be the meeting, and the following RPs the travel and arrival in the city. If you particularly like a reoccurring NPC or feel like they'd be fun for other people to use then you can add them into the NPC Database for public use. (Once someone RPs with an NPC they can use them again unless it is a restricted or guild related NPC.)

The final change being made is an Immortal moderated rumor board. In the past we have facilitated rumors to a small degree through the public/guild boards, however now we will be approaching it differently.

If players are in a public place and do anything that might be seen by NPCs that might be interesting it could be added to the rumor board, and then be retold as a rumor to other players in some sort of event run by an Imm (or, alternatively, disseminated to folks by the Staff in some other way). In addition, if players log an RP, and are intentionally trying to start or help spread a rumor, they should make a note of it at the top of the log and we will consider adding it to our own rumor board to be retold later.

The variety of things that may be collected on such a board are wider than you think, especially given the number of ways that things may find their way there. Clearly, things such as fighting in an inn, etc. are fair game. Kill someone and there are witnesses? Sure. Channel in a public place? Yeah, that could make it on there too. Want to spread information (true or false) about the location of X? That's doable too.


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Running Events & What That Means
-----
Now all these changes might have you going 'what the big deal?' well all these are geared toward changing the way every-day RPs are approached. In the past there have been periods where players would simply RP to progress forms/skills/personal power/PKing, or do boring tavern RPs over and over again between learning forms and skills. It has always been the stance of the Immortal Staff that the players should (ideally) generate and run their own world on every scale (potentially) below the major Good vs. Evil level conflicts. The whole point of this program is to give players more tools to do so. With these changes players can develop non-combat oriented stories with each other, or even develop a story arc that has several combat events in it. The potential story lines are pretty much endless, just requiring players to conceive of them. Some basic player events could be traveling from one city to another, spreading rumors, acting on rumors, daily life in the city, The Game of Houses, purchasing items from a merchant (available to other merchant players). There are, of course, more complex ones that can be done as solely player-run, or even mix those run by players, and facilitated by Immortals. Use your Imagination.

*** Note: All player run events must be non-combat. That isn't to say that there can't BE combat, just that you can't get any NPCs involved in it without Immortals there to assist. ***


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Tips on Creating NPCs
-----
Once you've thought of a basic plot-line or story arc that you want to RP it's time to start thinking about what NPCs you might want involved. Creating NPCs for player events can be a very fun and rewarding experience. As any guild leader will tell you, they most likely have a favorite guild NPC that they've had for a long time or developed a relationship with through numerous RPs. With the general player base being allowed to do the same now, the room for creating interesting and fun NPCs to liven up the world is enormous. There are several basic questions to consider before you create a reoccurring NPC.

1. Why are you creating it? What purpose will it serve or need will it fulfill for your story arc or the MUD as a whole?

2. Does an NPC similar to the one your planning on creating already exist? If so, why are you making a new one?

3. What is their personality, nationality, and 'profession' (e.g.: dock worker, unemployed, traveler, etc.)?

4. What is their age, physical appearance, and normal apparel?

5. Where are the most likely to be found (or if they travel what is their current location)?

6. Will this NPC most likely exist after your event or story arc is complete, and if so do you think others would like to use it?

The above are all general questions a player should consider before creating a reoccurring NPC. However if you have thought up a fun, interesting, or unique NPC remember to share your creation and enter it into the database.

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Mixing NPCs in Events
-----
Using NPCs in events can be difficult at first. Especially if its a well thought out NPC that is almost as developed as a character. Some simple tips to avoid bogging down events, or having trouble managing the different prospectives, would be to keep notes on any NPCs that are active in your event using the NPC database or a piece of scrap paper or .txt file on your computer. Another easy thing is to remember that players are writers, and that the characters are merely one perspective. Using poses in an event will help keep the perspective from shifting to much. Always try to be objective and realistic in your writing of an NPC. Just because the NPC does something that doesn't exactly benefit or help your character, it doesn't mean you shouldn't do it. In the end we are a MUD with a strong focus on RP, meaning we are all about stories. If playing favorites with your character ruins a story arc, what's the point?

Some other things to avoid: Doing events that are bound to end in violence, involve restricted NPCs, break the IC policy, or anything that seems like a bad idea in general. Any single event run by a player shouldn't end in a fight, or involve restricted NPCs since Imms still run events with those. If you have a story arc that you would like to contain those, you can get it approved so an Event Immortal knows what is going on and can appear to handle the parts out of the range of a player event.

-----
FAQ
-----
Q. Is PKing allowed during a player event?

A. Yes PKing is allowed. However if there are NPCs that by their personality would interfere in the PK then contact an Imm. If none of the NPCs would interfere in any meaningful way then it will be run as it normally is. The only real exception to this is when the NPCs being used are those which the players would have some right to command, such as guild NPCs. ***Note: If NPCs witness a PK they will most likely report it to the authorities causing a rumor to appear on the Imm Board and become possible public knowledge. Excuses such as 'Hank is my best friend and would never turn me in' aren't going to cut it here.***

Q. If I tell an NPC a rumor can someone else then take that NPC in another RP (without me present) and learn that rumor or use that NPC to tell others? (or if an NPC is in an RP in which we are both told the rumor)

A. A resounding no on this.

Q. If I tell an NPC a rumor can I then RP with someone else and have the NPC tell them instead of my character? (or if an NPC is in an RP in which we are both told the rumor)

A. This is acceptable.

Q. If I have several reoccurring NPCs that are close friends or followers when a PK RP occurs can they protect me?

A. Technically, no (and yes, depending on what you mean). This is dangerously close to what guild leaders get after years of hard work. If a player is found 'gathering' any number of NPCs as a protection from PKing it will be a breach of policy. These low-scale reoccurring and other NPCs that are generated by players cannot in any way involve themselves in a fight on anyone's behalf, act aggressively toward another player, etc. without an Immortal there to either handle it personally, or at the very least make sure everything is being done correctly. The extent to which the NPCs that we are discussing in this document CAN be used to protect you is only by their presence itself. If they witness a crime, they are likely to report it, which should be a deterrent to the other party from escalating hostilities. That isn't to say however that both you and the NPC can't be kidnapped and killed, etc.


(((Still being Updated - Partially Complete)))
to:
The Changes & Basic Concepts
--------------------------
There have been some subtle changes in the way in which players can interact with NPCs on TSOS. In the past players have been
allowed to control basic NPCs such as barkeeps and serving girls mostly just for convience. However with player events the range of
the choices now avaible to players has opened up. which brings up out first significant change.

*Player Controlled NPCs
Now I know players can already puppet some NPCs. However the Player NPCs used in Player Events are a
bit more versatile in their uses. Instead of using a barkeep or serving girl for 1 or 2 posts players
can now take direct control of NPCs much like Immortals do during events. (I know awesome)

So players can control NPCs directly instead of meager replies to food or drink orders. That's great it really is since it now
allows players to essentially run NON-Combat Events. Now I'd really like to stress this in the guide. I am not joking when I say
that players can't essentially run NON-Combat events. The new Player Event policy is basically making every single one of you
psuedo Event Imms. It is a great privilige and something that normally only Guild Leaders can really experience due to Guild NPC
Control. That being said it's also alot of fun.

The second change is the Imm rumor board. At its core this change represents a step toward realism on the MUD. Some MUDs will have
players play for years without ever truly making a mark that can be seen after they've left. At TSOS that is has changed. Player
Events [Which must be logged] and any logged and submitted RPs (Even some that Imms merely happen to watch while invisible) will be

assessed for possible rumors.

*Imm Rumor Board
Controlled by the staff and generated by players. This board will consist of actions that NPCs have
observed. For example if you assault someone PC or NPC and there are witnesses then the next time your
in that area NPCs may be nervous or even outright displeased with your presence. This helps to add a
realistic cause and effect to the RP atmosphere of every city in the MUD. Another example is if you and
another player are talking about something of particular importance especially in a city such as
Cairhien which is known for its eavesdropping it may become a rumor, or even the fact you where
somewhere at a certain time could become rumor.

Rumors can be handled in several ways and in the past have mostly been managed by the Imms through the noteboard in Cairhien or
Guild boards when more specific in their purpose. The term rumor can also be misleading. The simplest way to think of the rumor
board (which Mortals cannot see) is that the rumor board exists as a collective NPC knowledge. If it is on the board and there is
an NPC that would realistically have heard the rumor, then the NPC will have knowledge of RPs or events that it was not present at.



Player Controlled NPCs
--------------------------------
This section will include NPC Creation, Usage, and a few other nifty features of Player events. Lets first have a look into NPC
Creation specifically what kind of NPCs Mortals are allowed to tap for a player event. To easily answer this question I have
created these following lists. These are by no means the end all be all of what is allowed and what isn't. However it is a good
indicator of what you can expect if you ask an Imm about specific instances.

Approved NPCs: citizens, street sweepers, travelers, sea folk, merchants, merchant guards, gamblers, innkeepers,
barkeeps, serving girls, and some (typically working) members of a noble household.
(((Note: can not be a major noble house pick ones of no importance, and no house seats of minor households))) Use your
imagination, common sense, or ask an Imm if you're not sure.


Restricted NPCs: warders, aes sedai, city guards, seanchan, aiel, dragonsworn, channelers, etc.
Basically if they are tied to a guild, or is someone of political or military importance, you
shouldn't be messing with them.

*NPC Creation
Step 1. Why are you creating it? What purpose will it serve or need will it fulfill for your story arc or the MUD as a whole?
Step 2. Does an NPC similar to the one your planning on creating already exist? If so, why are you making a new one?
Step 3. What is their personality, nationality, and 'profession'? (e.g.: dock worker, unemployed, traveler, etc.)
Step 4. What is their age, physical appearance, and normal apparel?
Step 5. Where are they most likely to be found (or if they travel what is their current location)?
Step 6. Will this NPC most likely exist after your event or story arc is complete, and if so do you think others would use it?

Example: Bob
Step 1: I'm creating Bob to provide a key character for a story arc that will span several events, and will involve multiple
players. He is going to be an informat/Guide for them on their expedition to find a possible buried treasure from the time
of Artur Hawkwing.
Step 2: Jane the Thief Catcher does exist in the NPC Database, however her personality and location are not compatible with the
story arc I am trying to run.
Step 3: Bob is a pragmatic character who keeps his word no matter what, since to him it is good for business. He hails from Tear,
and at one time worked as an informat for several different thief catchers before getting caught peddling illicit supplies
that had been stolen. After that he left Tear and went to Andor, continuing some of his less then reputable dealings.
Step 4: Bob is in his late 40's with a very skinny body with barely any muscular build. He has salt and pepper hair worn back in
the traditional andoran style, and olive skin. He wears the normal Tairen fair of a short court with baggy pants tucked
into dark brown leather boots. His teeth are amazingly white, and when he smiles his eyes squint in a shrew like way.
Step 5: Bob is most likely to be found in the Playing Game dicing with a few associates who work at the docks.
Step 6: Bob will probably exist after the story arc is complete, and others may enjoy using him. I expect that the people who are
going to participate in the story arc with Bob will enjoy using him in their own player events since he will be a very
useful NPC. (Could be used by Imms for Rumor passing)

As you can see while creating Bob I also laid the groundwork for the NPCs he associates with. Since he seems to be of the dabbling
in illegal ventures type, his associates / Other NPCs he deals with will most likely share a similar trait. Bob also has a purpose
for the MUD since after the story arc if he where to survive he could be used by other players or even Imms because of his general
informat 'profession'.

*NPC Usage & Reoccuring NPCs
One of the cool little features we're adding is Reocurring NPCs. Using the NPC Database on the page before this one a player can
easily look over all the submitted NPCs that have every been created and meet them. ssentially allows you to add support characters
to create story lines without needing an Imm every time, the possibilities grow. A short example would be if Bob and Joe were
trying to get to Four Kings and didn't have any horses. Hank might be a merchant, or just a fellow traveler, and perhaps he offers
to give them passage with his caravan or share his spare horse with them. So the first RP could be the meeting, and the following
RPs the travel and arrival in the city. If you particularly like a reoccurring NPC or feel like they'd be fun for other people to
use then you can add them into the NPC Database for public use. (Once someone RPs with an NPC they can use them again unless it is
a restricted or guild related NPC.)

[Please Ask about submitting to an NPC Database Religiousbum@gmail.com]
February 14, 2008, at 10:13 AM by Vandread -
Changed lines 12-13 from:
There have been several changes made to the general approach to RPing on TSoS that will empower players to run non-combat events. The first of with the ability to control regular NPCs. Now, many of you know that a degree of NPC control is already allowed to the general playerbase to create a background for RPs in public settings. Well it's being pushed further now to allow players to exercise some control of a wider variety of NPCs.
to:
There have been several changes made to the general approach to RPing on TSoS that will empower players to run non-combat events. The first is with the ability to control regular NPCs. Now, many of you know that a degree of NPC control is already allowed to the general playerbase to create a background for RPs in public settings. Well it's being pushed further now to allow players to exercise some control of a wider variety of NPCs.
February 14, 2008, at 10:06 AM by Vandread -
Changed line 5 from:
This Guide is intended to be an educational resource for newbies and oldbies alike. The purpose of which is to layout the basic ideas and practices for running what might be called a Non-Combat event. The main vehicle for such RPs tends to consist of somewhat advanced control over NPCs. This has long been thought to be the domain of the Immortals, particularly the event staff. Players have always had the freedom to use/control NPCs in their RPs in limited ways, however as time has gone by it has been decided to expand the NPC control privileges in a few ways. Now while this seems like a wonderful opportunity (and it is), it is also a responsibility. Abuse of the expanded NPC control that players will be given will not be tolerated on any level. That being said enjoy the guide, any feedback would be appreciated.\\\
to:
This Guide is intended to be an educational resource for newbies and oldbies alike. The purpose of which is to lay out the basic ideas and practices for running what might be called a Non-Combat event. The main vehicle for such RPs tends to consist of somewhat advanced control over NPCs. This has long been thought to be the domain of the Immortals, particularly the event staff. Players have always had the freedom to use/control NPCs in their RPs in limited ways, however as time has gone by it has been decided to expand the NPC control privileges in a few ways. Now while this seems like a wonderful opportunity (and it is), it is also a responsibility. Abuse of the expanded NPC control that players will be given will not be tolerated on any level. That being said enjoy the guide, any feedback would be appreciated.\\\
Changed lines 12-13 from:
There have been several changes made to the general approach to RPing on TSoS that will empower players to run non-combat events. The first is with the ability to control regular NPCs. Now, many of you know that a degree of NPC control is already allowed to the general playerbase to create a background for RPs in public settings. Well it's being pushed further now to allow players to exercise some control of a wider variety of NPCs.
to:
There have been several changes made to the general approach to RPing on TSoS that will empower players to run non-combat events. The first of with the ability to control regular NPCs. Now, many of you know that a degree of NPC control is already allowed to the general playerbase to create a background for RPs in public settings. Well it's being pushed further now to allow players to exercise some control of a wider variety of NPCs.
February 14, 2008, at 09:48 AM by Luthien - Editing, typos, content, etc
Changed line 5 from:
This Guide is intended to be an educational resource for newbies and oldbies alike. The purpose of which is to layout the basic ideas and practices for running a Non-Combat event. This has long been the domain of the Immortals most particularly the event staff. However as time has gone by it has been decided to grant the players with more NPC Priviliges usually reserved for Guild Leaders or the Imms themselves. Now while this seems like a wonderful oppertunity (and it is) it is also a responsibility. Abuse of the expanded NPC control that players will be given will not be tolerated on any level. That being said enjoy the guide, any feed back would be appreciated.\\\
to:
This Guide is intended to be an educational resource for newbies and oldbies alike. The purpose of which is to layout the basic ideas and practices for running what might be called a Non-Combat event. The main vehicle for such RPs tends to consist of somewhat advanced control over NPCs. This has long been thought to be the domain of the Immortals, particularly the event staff. Players have always had the freedom to use/control NPCs in their RPs in limited ways, however as time has gone by it has been decided to expand the NPC control privileges in a few ways. Now while this seems like a wonderful opportunity (and it is), it is also a responsibility. Abuse of the expanded NPC control that players will be given will not be tolerated on any level. That being said enjoy the guide, any feedback would be appreciated.\\\
Changed lines 12-33 from:
There have been several changes made to the general approach to RPing on Tsos that will empower players to run non-combat events. The first is which the ability to control regular NPCs. Now many of you know that NPC control is already allowed to the general playerbase to a small degree to create a background for RPs in public settings. Well it's being pushed further now to allow players to control common NPC.

Common NPCs being Citizens, Street Sweepers, Travelers, Sea Folk, Merchants, Merchant Guards, Gamblers, Innkeepers, Barkeeps, Serving Girls, Information Brokers, Members of a Nobles Household (((Note can not be a major noble house pick ones of no importance, and no house seats of minor households))) the list goes on and on. Use your common sense, or ask an Imm if your not sure.

Restricted NPCs being Warders, Aes Sedai, City Guards, Seanchan, Aiel, Dragonsworn, Channelers, etc etc. Basically if they are tied to a Guild, of any Political or Military Importance, or combat oriented by nature you shouldn't be messing with them.

Besides the addition of more NPCs that can be controlled the staff has added the concept of a reoccuring NPC. The premsis is simple. If Bob and Joe (both players) are in a player event with an NPC named Hank. After that RP is finished Hank can still be used. This may seem a small change but if you take into account that it essentially allows you to add support characters to create storylines without needing an Imm every time, the possibilities grow. A short example would be if Bob and Joe were trying to get to Four Kings and didn't have any horses, so Hank a merchant or fellow traveller

offers to give them passage with his caravan or share his spare horse with them. So the first RP could
be the meeting, and the following RPs the travel and arrival in the city. If you particularly lke a
reoccuring NPC or feel like they'd be fun for other people to use then you can add them into th NPC
Database for public use. (Once someone RPs with an NPC they can use them again unless it is a
restricted or Guild related NPC)

The final change being made is an Imm run Rumor board. In the past we have facilitated rumors to a small degree through the public/Guild Noteboards, however now we will be approaching it differently.
If players are in a public place and do anything that might be seen by NPCs that might be interesting
it could be added to the Imm Rumor Board and then be retold as a rumor to other players in an Rumor
Event run by an Imm. In addition if players log an RP and are intentionally trying to start or help
spread a rumor at the bottom of the Log simply Note it and we will consider adding it to our own rumor
board to be retold later.

to:
There have been several changes made to the general approach to RPing on TSoS that will empower players to run non-combat events. The first is with the ability to control regular NPCs. Now, many of you know that a degree of NPC control is already allowed to the general playerbase to create a background for RPs in public settings. Well it's being pushed further now to allow players to exercise some control of a wider variety of NPCs.

Common NPCs being things such as citizens, street sweepers, travelers, sea folk, merchants, merchant guards, gamblers, innkeepers, barkeeps, serving girls, and some (typically working) members of a noble household. (((Note: can not be a major noble house pick ones of no importance, and no house seats of minor households))) Use your imagination, common sense, or ask an Imm if you're not sure.

Restricted NPCs being warders, aes sedai, city guards, seanchan, aiel, dragonsworn, channelers, etc. Basically if they are tied to a guild, or is someone of political or military importance, you shouldn't be messing with them.

Besides the addition of additional NPCs that can be controlled, the staff has added emphasis on the concept of a reoccurring NPC. The premise is simple. If Bob and Joe (both players) are in a player event with an NPC named Hank. After that RP is finished Hank can still be used. This may seem small, but if you take into account that it essentially allows you to add support characters to create story lines without needing an Imm every time, the possibilities grow. A short example would be if Bob and Joe were trying to get to Four Kings and didn't have any horses. Hank might be a merchant, or just a fellow traveler, and perhaps he offers to give them passage with his caravan or share his spare horse with them. So the first RP could be the meeting, and the following RPs the travel and arrival in the city. If you particularly like a reoccurring NPC or feel like they'd be fun for other people to use then you can add them into the NPC Database for public use. (Once someone RPs with an NPC they can use them again unless it is a restricted or guild related NPC.)

The final change being made is an Immortal moderated rumor board. In the past we have facilitated rumors to a small degree through the public/guild boards, however now we will be approaching it differently.

If players are in a public place and do anything that might be seen by NPCs that might be interesting it could be added to the rumor board, and then be retold as a rumor to other players in some sort of event run by an Imm (or, alternatively, disseminated to folks by the Staff in some other way). In addition, if players log an RP, and are intentionally trying to start or help spread a rumor, they should make a note of it at the top of the log and we will consider adding it to our own rumor board to be retold later.

The variety of things that may be collected on such a board are wider than you think, especially given the number of ways that things may find their way there. Clearly, things such as fighting in an inn, etc. are fair game. Kill someone and there are witnesses? Sure. Channel in a public place? Yeah, that could make it on there too. Want to spread information (true or false) about the location of X? That's doable too.

Changed line 28 from:
Running Events & What that Means
to:
Running Events & What That Means
Changed lines 30-45 from:
Now with all these changes might have you going 'what the big deal?' well all these changes are geared
toward changing the way RPs are approached here at TSOS. In the past there have been periods where
players would simply RP to progress forms/Skills/Personal Power/PKing or do boring tavern RPs over and
over again between learning forms and skills. It has always been the stance of the Imms that the
players should generate and run their own world. Now we are giving you more tools to do so. With these
changes players can develope non-combat oriented stories with each other, or even develope a story arc
that has several combat events in it (would need Imm approval & Combat portions would be run by an
Imm) The potential storylines are pretty much endless just requiring players to think them up.
Some basic player events can be travelling from one city to another, spreading rumors, Acting on
Rumors, daily life in the city, The Game of Houses, purchasing items from a merchant (Only avaible to
other Merchant Players). There are of course more complex ones that can be done as solely player run
or a mix of player run and Imm run events. Use your Imagination.

*** Note: All player run events must be non-combat ***

to:
Now all these changes might have you going 'what the big deal?' well all these are geared toward changing the way every-day RPs are approached. In the past there have been periods where players would simply RP to progress forms/skills/personal power/PKing, or do boring tavern RPs over and over again between learning forms and skills. It has always been the stance of the Immortal Staff that the players should (ideally) generate and run their own world on every scale (potentially) below the major Good vs. Evil level conflicts. The whole point of this program is to give players more tools to do so. With these changes players can develop non-combat oriented stories with each other, or even develop a story arc that has several combat events in it. The potential story lines are pretty much endless, just requiring players to conceive of them. Some basic player events could be traveling from one city to another, spreading rumors, acting on rumors, daily life in the city, The Game of Houses, purchasing items from a merchant (available to other merchant players). There are, of course, more complex ones that can be done as solely player-run, or even mix those run by players, and facilitated by Immortals. Use your Imagination.

*** Note: All player run events must be non-combat. That isn't to say that there can't BE combat, just that you can't get any NPCs involved in it without Immortals there to assist. ***

Changed lines 38-64 from:
Once you've thought of a basic plotline or story arc that you want to RP it's time to start thinking
about what NPCs you might want Involved. Creating NPCs for player events can be a very fun and
rewarding experience. As any Guild Leader will tell you they most likely have a favorite Guild NPC
that they've had for a long time or developed a relationship with through numerous RPs. With the
general player base being allowed to do the same now the room for creating interesting and fun NPCs to
liven up the world is enormous. There are several basic things to consider before you create a
reoccuring NPC.

1. Why are you creating it. What purpose will it serve or need will it fulfill for your story arc or
the MUD as a whole.

2. Does an NPC similar to the one your planning on creating already exist. If so why are you making a
new one.

3. What is their personality, Nationality, and 'profession' (ie: Dock worker, No Job, traveler, etc.)

4. What is their age, physical appearance, normal apparel

5. Where are the most likely to be found (or if they travel what is their Current IC Location)

6. Will this NPC most likely exist after your event or story arc is complete, if so do you think
others would like to use it?

The above are all general questions a player should consider before creating a reoccuring NPC. However
if you have thought up a fun, interesting, or unique NPC remember to share your creation and enter it
into the database.
to:
Once you've thought of a basic plot-line or story arc that you want to RP it's time to start thinking about what NPCs you might want involved. Creating NPCs for player events can be a very fun and rewarding experience. As any guild leader will tell you, they most likely have a favorite guild NPC that they've had for a long time or developed a relationship with through numerous RPs. With the general player base being allowed to do the same now, the room for creating interesting and fun NPCs to liven up the world is enormous. There are several basic questions to consider before you create a reoccurring NPC.

1. Why are you creating it? What purpose will it serve or need will it fulfill for your story arc or the MUD as a whole?

2. Does an NPC similar to the one your planning on creating already exist? If so, why are you making a new one?

3. What is their personality, nationality, and 'profession' (e.g.: dock worker, unemployed, traveler, etc.)?

4. What is their age, physical appearance, and normal apparel?

5. Where are the most likely to be found (or if they travel what is their current location)?

6. Will this NPC most likely exist after your event or story arc is complete, and if so do you think others would like to use it?

The above are all general questions a player should consider before creating a reoccurring NPC. However if you have thought up a fun, interesting, or unique NPC remember to share your creation and enter it into the database.
Changed lines 57-68 from:
Using NPCs in events can be difficult at first. Especially if its a well thought out NPC that is
almost as developed as a character. Some simple tips to avoid bogging down events or having trouble
managing the different prospectives would be to keep notes on any NPCs that are active in your event
using the NPC database or a piece of scrap paper. Another easy thing is to remember that players are
writers and that the characters are merely one perspective. Using Poses in an event will help keep the
perspective from shifting to much. Always try to be objective and realistic in your writing of an NPC.
Just because the NPC does something that doesn't exactly benefit or help your character, it doesn't
mean you shouldn't do it. In the end we are an RP MUD meaning we are all about stories. If playing
favorites with your character ruins a story arc whats the point?

Some things to avoid are as follow. Avoid doing events that are bound to end in violence, involve restricted NPCs, Break OOC/IC policy, or anything that seems like a bad idea in general. Thats not to say you can't create storylines involving some of these things. However any single event run by a player shouldn't end in a fight, or involve restricted NPCs since Imms still run events with those. If you have a story arc that will contain those, then thats different as you can get it approved so an Event Imm knows what is going on and can appear to handle the parts out of the range of a player event.
to:
Using NPCs in events can be difficult at first. Especially if its a well thought out NPC that is almost as developed as a character. Some simple tips to avoid bogging down events, or having trouble managing the different prospectives, would be to keep notes on any NPCs that are active in your event using the NPC database or a piece of scrap paper or .txt file on your computer. Another easy thing is to remember that players are writers, and that the characters are merely one perspective. Using poses in an event will help keep the perspective from shifting to much. Always try to be objective and realistic in your writing of an NPC. Just because the NPC does something that doesn't exactly benefit or help your character, it doesn't mean you shouldn't do it. In the end we are a MUD with a strong focus on RP, meaning we are all about stories. If playing favorites with your character ruins a story arc, what's the point?

Some other things to avoid: Doing events that are bound to end in violence, involve restricted NPCs, break the IC policy, or anything that seems like a bad idea in general. Any single event run by a player shouldn't end in a fight, or involve restricted NPCs since Imms still run events with those. If you have a story arc that you would like to contain those, you can get it approved so an Event Immortal knows what is going on and can appear to handle the parts out of the range of a player event.
Changed lines 66-73 from:
A. Yes PKing is allowed. However if there are NPCs that by their personality would interfere in the PK then contact an Imm. If none of the NPCs would interfere in any meaningful way then it will be run as it normally is. (Guild NPCs are of course exempt from this) ***Note: If NPCs witness a PK they will most likely report it to the authorities causing a rumor to appear on the Imm Board and become possible public knowledge.***

Q. If I tell an NPC a rumor can someone else then take that NPC in another RP (without me present) and learn that rumor or use that NPC to tell others? (or if an NPC is in an RP in which we are both told the Rumor)

A. A Resounding No on this.

Q. If I tell an NPC a rumor can I then RP with someone else and have the NPC tell them instead of my character? (or if an NPC is in an RP in which we are both told the Rumor)
to:
A. Yes PKing is allowed. However if there are NPCs that by their personality would interfere in the PK then contact an Imm. If none of the NPCs would interfere in any meaningful way then it will be run as it normally is. The only real exception to this is when the NPCs being used are those which the players would have some right to command, such as guild NPCs. ***Note: If NPCs witness a PK they will most likely report it to the authorities causing a rumor to appear on the Imm Board and become possible public knowledge. Excuses such as 'Hank is my best friend and would never turn me in' aren't going to cut it here.***

Q. If I tell an NPC a rumor can someone else then take that NPC in another RP (without me present) and learn that rumor or use that NPC to tell others? (or if an NPC is in an RP in which we are both told the rumor)

A. A resounding no on this.

Q. If I tell an NPC a rumor can I then RP with someone else and have the NPC tell them instead of my character? (or if an NPC is in an RP in which we are both told the rumor)
Changed lines 76-80 from:
Q. If I have several reoccuring NPCs that are close friends or followers when a PK RP occurs can they protect me?

A. Technically yes, however this is dangerously close to what Guild Leaders get after years of hard work. If a player is found 'gathering' any number of NPCs as a protection from PKing it will be a breach of policy. However if a player is merely smart and uses NPCs as a deterrant such as staying in public areas to discourage other players from killing them for fear of being reported that is acceptable.

to:
Q. If I have several reoccurring NPCs that are close friends or followers when a PK RP occurs can they protect me?

A. Technically, no (and yes, depending on what you mean). This is dangerously close to what guild leaders get after years of hard work. If a player is found 'gathering' any number of NPCs as a protection from PKing it will be a breach of policy. These low-scale reoccurring and other NPCs that are generated by players cannot in any way involve themselves in a fight on anyone's behalf, act aggressively toward another player, etc. without an Immortal there to either handle it personally, or at the very least make sure everything is being done correctly. The extent to which the NPCs that we are discussing in this document CAN be used to protect you is only by their presence itself. If they witness a crime, they are likely to report it, which should be a deterrent to the other party from escalating hostilities. That isn't to say however that both you and the NPC can't be kidnapped and killed, etc.

February 14, 2008, at 08:55 AM by Luthien -
Changed line 1 from:
The Official Player run Event Guide!
to:
The Official Player Run Event Guide!
February 13, 2008, at 04:27 PM by Jeshin -
February 13, 2008, at 04:27 PM by Jeshin -
Added lines 1-118:
The Official Player run Event Guide!
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Introduction
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This Guide is intended to be an educational resource for newbies and oldbies alike. The purpose of which is to layout the basic ideas and practices for running a Non-Combat event. This has long been the domain of the Immortals most particularly the event staff. However as time has gone by it has been decided to grant the players with more NPC Priviliges usually reserved for Guild Leaders or the Imms themselves. Now while this seems like a wonderful oppertunity (and it is) it is also a responsibility. Abuse of the expanded NPC control that players will be given will not be tolerated on any level. That being said enjoy the guide, any feed back would be appreciated.\\\
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The Changes
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There have been several changes made to the general approach to RPing on Tsos that will empower players to run non-combat events. The first is which the ability to control regular NPCs. Now many of you know that NPC control is already allowed to the general playerbase to a small degree to create a background for RPs in public settings. Well it's being pushed further now to allow players to control common NPC.

Common NPCs being Citizens, Street Sweepers, Travelers, Sea Folk, Merchants, Merchant Guards, Gamblers, Innkeepers, Barkeeps, Serving Girls, Information Brokers, Members of a Nobles Household (((Note can not be a major noble house pick ones of no importance, and no house seats of minor households))) the list goes on and on. Use your common sense, or ask an Imm if your not sure.

Restricted NPCs being Warders, Aes Sedai, City Guards, Seanchan, Aiel, Dragonsworn, Channelers, etc etc. Basically if they are tied to a Guild, of any Political or Military Importance, or combat oriented by nature you shouldn't be messing with them.

Besides the addition of more NPCs that can be controlled the staff has added the concept of a reoccuring NPC. The premsis is simple. If Bob and Joe (both players) are in a player event with an NPC named Hank. After that RP is finished Hank can still be used. This may seem a small change but if you take into account that it essentially allows you to add support characters to create storylines without needing an Imm every time, the possibilities grow. A short example would be if Bob and Joe were trying to get to Four Kings and didn't have any horses, so Hank a merchant or fellow traveller

offers to give them passage with his caravan or share his spare horse with them. So the first RP could
be the meeting, and the following RPs the travel and arrival in the city. If you particularly lke a
reoccuring NPC or feel like they'd be fun for other people to use then you can add them into th NPC
Database for public use. (Once someone RPs with an NPC they can use them again unless it is a
restricted or Guild related NPC)

The final change being made is an Imm run Rumor board. In the past we have facilitated rumors to a small degree through the public/Guild Noteboards, however now we will be approaching it differently.
If players are in a public place and do anything that might be seen by NPCs that might be interesting
it could be added to the Imm Rumor Board and then be retold as a rumor to other players in an Rumor
Event run by an Imm. In addition if players log an RP and are intentionally trying to start or help
spread a rumor at the bottom of the Log simply Note it and we will consider adding it to our own rumor
board to be retold later.


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Running Events & What that Means
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Now with all these changes might have you going 'what the big deal?' well all these changes are geared
toward changing the way RPs are approached here at TSOS. In the past there have been periods where
players would simply RP to progress forms/Skills/Personal Power/PKing or do boring tavern RPs over and
over again between learning forms and skills. It has always been the stance of the Imms that the
players should generate and run their own world. Now we are giving you more tools to do so. With these
changes players can develope non-combat oriented stories with each other, or even develope a story arc
that has several combat events in it (would need Imm approval & Combat portions would be run by an
Imm) The potential storylines are pretty much endless just requiring players to think them up.
Some basic player events can be travelling from one city to another, spreading rumors, Acting on
Rumors, daily life in the city, The Game of Houses, purchasing items from a merchant (Only avaible to
other Merchant Players). There are of course more complex ones that can be done as solely player run
or a mix of player run and Imm run events. Use your Imagination.

*** Note: All player run events must be non-combat ***


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Tips on Creating NPCs
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Once you've thought of a basic plotline or story arc that you want to RP it's time to start thinking
about what NPCs you might want Involved. Creating NPCs for player events can be a very fun and
rewarding experience. As any Guild Leader will tell you they most likely have a favorite Guild NPC
that they've had for a long time or developed a relationship with through numerous RPs. With the
general player base being allowed to do the same now the room for creating interesting and fun NPCs to
liven up the world is enormous. There are several basic things to consider before you create a
reoccuring NPC.

1. Why are you creating it. What purpose will it serve or need will it fulfill for your story arc or
the MUD as a whole.

2. Does an NPC similar to the one your planning on creating already exist. If so why are you making a
new one.

3. What is their personality, Nationality, and 'profession' (ie: Dock worker, No Job, traveler, etc.)

4. What is their age, physical appearance, normal apparel

5. Where are the most likely to be found (or if they travel what is their Current IC Location)

6. Will this NPC most likely exist after your event or story arc is complete, if so do you think
others would like to use it?

The above are all general questions a player should consider before creating a reoccuring NPC. However
if you have thought up a fun, interesting, or unique NPC remember to share your creation and enter it
into the database.

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Mixing NPCs in Events
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Using NPCs in events can be difficult at first. Especially if its a well thought out NPC that is
almost as developed as a character. Some simple tips to avoid bogging down events or having trouble
managing the different prospectives would be to keep notes on any NPCs that are active in your event
using the NPC database or a piece of scrap paper. Another easy thing is to remember that players are
writers and that the characters are merely one perspective. Using Poses in an event will help keep the
perspective from shifting to much. Always try to be objective and realistic in your writing of an NPC.
Just because the NPC does something that doesn't exactly benefit or help your character, it doesn't
mean you shouldn't do it. In the end we are an RP MUD meaning we are all about stories. If playing
favorites with your character ruins a story arc whats the point?

Some things to avoid are as follow. Avoid doing events that are bound to end in violence, involve restricted NPCs, Break OOC/IC policy, or anything that seems like a bad idea in general. Thats not to say you can't create storylines involving some of these things. However any single event run by a player shouldn't end in a fight, or involve restricted NPCs since Imms still run events with those. If you have a story arc that will contain those, then thats different as you can get it approved so an Event Imm knows what is going on and can appear to handle the parts out of the range of a player event.

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FAQ
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Q. Is PKing allowed during a player event?

A. Yes PKing is allowed. However if there are NPCs that by their personality would interfere in the PK then contact an Imm. If none of the NPCs would interfere in any meaningful way then it will be run as it normally is. (Guild NPCs are of course exempt from this) ***Note: If NPCs witness a PK they will most likely report it to the authorities causing a rumor to appear on the Imm Board and become possible public knowledge.***

Q. If I tell an NPC a rumor can someone else then take that NPC in another RP (without me present) and learn that rumor or use that NPC to tell others? (or if an NPC is in an RP in which we are both told the Rumor)

A. A Resounding No on this.

Q. If I tell an NPC a rumor can I then RP with someone else and have the NPC tell them instead of my character? (or if an NPC is in an RP in which we are both told the Rumor)

A. This is acceptable.

Q. If I have several reoccuring NPCs that are close friends or followers when a PK RP occurs can they protect me?

A. Technically yes, however this is dangerously close to what Guild Leaders get after years of hard work. If a player is found 'gathering' any number of NPCs as a protection from PKing it will be a breach of policy. However if a player is merely smart and uses NPCs as a deterrant such as staying in public areas to discourage other players from killing them for fear of being reported that is acceptable.


(((Still being Updated - Partially Complete)))