Post by Magic Rob on Aug 17, 2014 23:56:13 GMT -8
Vampire has implemented a new system for rewarding players who perform extra duties for game. In the past, these duties have either been ignored or rewarded with XP. We've seen how this can negatively impact the balance of game, and have moved away from it.
There are three sorts of card that you can draw from, Common, Uncommon and Rare. Below are some examples of what you can do to get a draw, and further down will be some examples of what the cards will have in their deck.
Common Cards are fairly easy to get. Performing mundane tasks that are either modest investments of time or complexity fall into this category. Helping a new player build their character sheet, for instance. Helping to set up for an event night. Spending an hour or two in volunteer-y type stuff, etc, etc....
Uncommon Cards are a bit harder to get. These represent a more prolonged period of assistance, or more tangible contribution to the player base. A project spanning several days and taking lots of time might qualify. Donating items of sizable value. Taking on leadership sorts of positions among the game for prolonged commitments, etc, etc.
Rare Cards are exceptionally difficult to get. These represent vast investitures of time or resources for the game's benefit (not just you and your coterie). Spearheading whole events, or taking on extremely long term projects fall into this category. Donating highly expensive items to game, etc, etc.
These aren't designed to be arbitrary, but rather represent categories of service. Performing tasks for game doesn't automatically qualify you for a draw. We aren't intending to be stingy with these cards. We are wanting to properly incentive-ize the appropriate behavior for the game we can want to run.
Now that we've talked about what you do to get them, lets talk about what sorts of things are in each category.
Common cards are generally expendable for a single, short term effect. Think of these cards as being little potions for your characters. Easy come, easy go. Here you're find cards like regaining a point of willpower, a few points of blood without a scene, or a small boost to a check.
Uncommon cards have more lasting effect. Effects that span a whole night, or make a significant difference to your character fall in the uncommon cards. Here you're find cards that offer fair escapes, having temporary potent Backgrounds or cause other characters to botch checks.
Rare cards have dramatic and permanent effects on the world or your characters. These cards will be exceedingly difficult to come by and their effects are correspondingly potent. Killing named NPCs, starting with Rare beads on your next character, and avoiding deathblows all fall in this category.
Cards follow the player as they can only be earned by OOC contributions to the betterment of the community. Unlike in character item cards and boons which can't be taken to your next toon, these follow the players that hold them. Spent cards are returned to the decks and staff will refresh, repopulate or create new effects as they feel the players need them.
Cards represent the toil of your own brow; they are yours. While they may be traded among players, you should always feel the right to decline a trade that you feel isn't advantageous to you.
This is a new system and as such, I expect there to be some questions or concerns. Feel free to ping staff via email with questions, or find one of us at game to get a more in depth explanation if you feel you need one.
There are three sorts of card that you can draw from, Common, Uncommon and Rare. Below are some examples of what you can do to get a draw, and further down will be some examples of what the cards will have in their deck.
Common Cards are fairly easy to get. Performing mundane tasks that are either modest investments of time or complexity fall into this category. Helping a new player build their character sheet, for instance. Helping to set up for an event night. Spending an hour or two in volunteer-y type stuff, etc, etc....
Uncommon Cards are a bit harder to get. These represent a more prolonged period of assistance, or more tangible contribution to the player base. A project spanning several days and taking lots of time might qualify. Donating items of sizable value. Taking on leadership sorts of positions among the game for prolonged commitments, etc, etc.
Rare Cards are exceptionally difficult to get. These represent vast investitures of time or resources for the game's benefit (not just you and your coterie). Spearheading whole events, or taking on extremely long term projects fall into this category. Donating highly expensive items to game, etc, etc.
These aren't designed to be arbitrary, but rather represent categories of service. Performing tasks for game doesn't automatically qualify you for a draw. We aren't intending to be stingy with these cards. We are wanting to properly incentive-ize the appropriate behavior for the game we can want to run.
Now that we've talked about what you do to get them, lets talk about what sorts of things are in each category.
Common cards are generally expendable for a single, short term effect. Think of these cards as being little potions for your characters. Easy come, easy go. Here you're find cards like regaining a point of willpower, a few points of blood without a scene, or a small boost to a check.
Uncommon cards have more lasting effect. Effects that span a whole night, or make a significant difference to your character fall in the uncommon cards. Here you're find cards that offer fair escapes, having temporary potent Backgrounds or cause other characters to botch checks.
Rare cards have dramatic and permanent effects on the world or your characters. These cards will be exceedingly difficult to come by and their effects are correspondingly potent. Killing named NPCs, starting with Rare beads on your next character, and avoiding deathblows all fall in this category.
Cards follow the player as they can only be earned by OOC contributions to the betterment of the community. Unlike in character item cards and boons which can't be taken to your next toon, these follow the players that hold them. Spent cards are returned to the decks and staff will refresh, repopulate or create new effects as they feel the players need them.
Cards represent the toil of your own brow; they are yours. While they may be traded among players, you should always feel the right to decline a trade that you feel isn't advantageous to you.
This is a new system and as such, I expect there to be some questions or concerns. Feel free to ping staff via email with questions, or find one of us at game to get a more in depth explanation if you feel you need one.