Wilderlands Mods (
wildermods) wrote2018-02-07 11:01 pm
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THE QUEST

THE QUEST


At the center of the game is the main quest. The characters will have to navigate the wilds, fight enemies, make allies, and figure out the mysteries at the heart of the Wilderlands. As they travel, they'll have choices on what actions to take and where to travel next. These choices will decide not just the fate of the PCs and the npcs they meet, but the fate of the Wilderlands itself.
For the main quest, characters will magically be bound together in an adventure party. This fellowship must cooperate with each other to make their way through the Wilderlands and resolve problems as they go. To keep plots from being unwieldy, players may only have one character in the main quest at a time, but barring special plot circumstances, they'll be able to "faerie swap" between their characters anytime they please. Characters not in the main quest will remain in the Brugh, where they can interact with others in the Brugh itself or interact with characters on the main quest on the magical mirror network.
The network will allow characters to communicate between the quest and the Brugh during most circumstances, and characters on the quest can even set their magic mirrors to float and record events so the characters in the Brugh can see important things that happen. This will allow Brughed characters to still have a say in discussions and decision-making.
For more information about game mechanics, such as faerie swaps and the magical bond between members of the fellowship, see the GAME MECHANICS page.

PLOT CYCLES
The game will be run with alternating periods of plots and making camp, much like many other games have alternating periods of plots and downtime. Plots can take on a lot of different forms, ranging from massive brawl events, to dangerous escapes, to stealth missions, to diplomatic meetings, etc. Three plot types of particular importance are the following:
STATIONARY PLOTS
Some plots will be in stationary locations, with characters engaging in some kind of fight, important task, stealth mission, or diplomatic dealings with local npcs. These plots will be like most standard DWRP plots with certain tasks that need to be completed and certain decisions that have to be made. Many of these plots will contain certain points where players may have to take a pause and have their characters debate and vote on what actions to take in response to a situation.
Due to the nature of Wilderlands being somewhat more tabletoppish in nature than some RPs, we may sometimes surprise players with certain events or parts of plots. We will at least warn players that a plot twist or event is coming, even if we don't share all the details. Players who do not like these turns of events can handwave involvement, swap in a character they'd prefer to have involved instead, or have their character Brughed to opt out. These surprises will often be more simple in nature, so that more complex plots that will heavily affect characters can have signups and more forewarning.
PLOTS-ON-THE-GO
Some plots will not be stationary and will require characters to fight and run. These will be more quick-paced, action-based events where players will have their characters try to keep moving during their fight or adventure situation.
CAMPVENTURES
Some events or plots will happen to characters when they stop to camp somewhere. If a camping period is being used as a setup for a plot, the mods will communicate this to the game so players are prepared to treat a camp situation as a plot instead of downtime. There will always be a real camp situation after a campventure like this so that actual camp downtime can still happen.

In between plots and events there will be camping periods that act as downtime, allowing players to have some low-key RP and chances at quieter CR-building. For each of these camps, a written description of the camping areas and terrain during travel will be posted by the mods. Some of these camping areas will be very simple, others will be a little more complex, with different interesting sights nearby. These settings can vary greatly; while many will be simple camping spots in the woods, some may be in inns in towns, or at the residences of npcs the characters have met.
During some camp periods, characters will also have some access to talk to certain npcs.
These camp periods will have varying lengths of IC time that they take place over. Some might be only as long as a single night, before the group moves on. Others may take several weeks, allowing players the choice to set their threads over a variety of time periods and areas along the trail.

On rare occasion, the mods will set up events in the Brugh that are tied to the main quest, where characters can access information, magical visions, magic books, or certain items related to events in the Wilderlands. The Brughed characters can then pass this information on through the network or bring the items into the main quest the next time they are faerie swapped.