Changes

Jump to: navigation, search

Basic mechanics

4,835 bytes added, 03:04, 4 October 2023
}}
{{UnderConstruction|users=Tempest}} In MazeWorld, you are in control of your '''Player Character (PC)''' from the moment you begin your adventure, until the very end; whatever that end may be. As a game focused on combat, fighting, and survival, you are responsible for every action necessary to keep your PC alive; fighting, staying aliveusing items, doing jobs, but also eating and drinking, resting, training, and if you have any, healing injuries and fixing problems.
This means that at any given moment, you have a certain range of actions and abilities at your disposal. Unless the story demands it or your character is no longer conscious, control of your character should never be taken away from you.
Often, you will need to roll the dice to resolve certain actions and determine whether you succeed or fail. As explained in the [[Basic concepts]] page, you will usually make use of d6s, d8s, and d100s, with the expectation of rolling that you ''might'' have to roll any and all kinds of dice; in at any quantity and with any amount of sidesmoment.
= In and out of combat =
When playing MazeWorld, there are two major 'modes' of play; being '''out of combat''' (what is referred to as '''Normal mode''') and being '''in combat''' (known as '''[[Combat mode]]'''). The actions available to you differ depending on whether or not you are in combat, though it is possible to shift in and out of combat in an instant. Out of combat is the default mode of play. In this mode, the situation is assumed to be relatively safe and more relaxed, and there is generally no need to keep track of character positioning, time or turns passing, unless specific situations or conditions warrant the need to do so. Normal is the closest there is to freeform roleplaying, and greater leeway and flexibility should be granted to Game Masters (GMs) and players.
Normal mode (out of When in combat) is the default mode of play. In this mode, the situation is assumed to be relatively safe certain information becomes very important: character and more relaxed, and there is generally no need to keep track of character item positioning, time or turns passing, unless specific situations or conditions warrant and who does what in which order. Each of these may have an influence on the need to do sooutcome of the fight. Normal is All of the closest there is specifics to freeform roleplaying, and greater leeway and flexibility should fighting can be granted to GMs and playersfound on the '''[[Combat mode]]''' page.
When in combat, character and item positioning, turns passing, and who gets to do what in which order; all of those things become important, as they may have an influence on the outcome of the fight. All of the specifics to fighting can be found on the '''[[Combat mode]]''' page.
= Declaring actions =
Talking can be useful from time to time, but in In order to make things happen, characters must take do clearly declared '''actions'''.
Every action you wish your character to make must be declared. That means clearly telling the GM what you intend to do, with as many details as required. It is not strictly necessary to be always in-character when declaring actions, but it is considered good form to weave your intentions into your roleplaying, even if it's just a few words.
'''Examples:'''
* ''Combat action example: Attacking an enemy'' ; Private Bowens intending intends to attack the giant ant by shooting it three times, in semi-auto, with her [[AK-101]].* ''Non-combat action example: Using an item'' ; Johnny pulling pulls out a syringe of [[Meds|morphine ]] from his leg rig, and injecting it into his arm.* ''Free-action example: Talking'' ; Noriko screaming, "I'm going to rip your eyeballs out and make you eat them!", at her opponents on the other side of the room.
When outside of combat, most of what your character will do are non-combat and free actions. Combat actions ''can'', in certain circumstances, be performed outside of combat, but generally speaking, if you need to use a weapon of some sort, you're probably fighting or about to fight.
 
Any combat or non-combat action takes '''1 turn''' to perform. If multiple turns are required, then it takes as many actions as turns required.
 
= Time =
''"Time" redirects here. For an in-universe explanation on the way people in the Mazes keep track of periods of time, see: [[Calendar]].'' A typical MazeWorld session focuses on one or more player characters, living moment to moment, room to room, throughout their adventures. It is not strictly necessary to keep track of the in-game clock down to the exact hours and minutes; the only important elements of time are what day it is and what the '''current day period''' is. Most shops and businesses in the Mazes are open 24/7, and all of the elements of the game that do rely on time will use day periods instead of precise hour and minute counts.
A typical MazeWorld session focuses on small groups of player charactersThe GM can, living moment to moment, room to room, throughout their adventures. It is customary, but not strictly necessary, to keep track of the in-game clockcourse, surmise and give make up an idea of how many days the characters have survived. The exact hour/minute time of corresponding to the current day is generally unimportantperiod (e.g., as most shops and businesses in if the Mazes are open 24/7. At the minimumcurrent day period is Dusk, the GM should tell can say something along the players what the current time period lines of "You see the day isclock on the wall reads 5:30 in the afternoon"), but it is generally not necessary (though possible, see advanced tip below) to keep track of exact hours and minutesshould be for flavor purposes only.
Just like in the real world, one day is made up of 24 hours, one hour is 60 minutes, and one minute is 60 seconds. But since it is a world that is for the most part 'inside', inhabitants of the Mazes regard terms like "sunrise" and "sunset" as unusual and archaic.
Days can be are divided into halves and quarterssix periods of 4 hours each, as follows:
{| class="wikitable" style="font-size:9pt; text-align:center" width="400"
|-
| ''Hours'' || ''Time Day period name''
|-
| 8 AM to 11:59 AM || <span style="color:#BB7700">'''Morning'''</span>
|-
| 12:00 PM to 73:59 PM || <span style="color:#BB7700">'''DayAfternoon'''</span>
|-
| 8 4:00 PM to 117:59 PM || <span style="color:#BB7700">'''EveningDusk'''</span>
|-
| 8 PM to 11:59 PM || <span style="color:#000088">'''Evening'''</span>|-| 12:00 AM to 3:59 AM || <span style="color:#000088">'''Late night'''</span>|-| 4:00 AM to 7:59 AM || <span style="color:#000088">'''NightDawn'''</span>
|}
* Day periods in <span style="color:#BB7700">'''orange'''</span> are collectively referred to as '''daytime''', whereas day periods in <span style="color:#000088">'''blue'''</span> are in the '''nighttime'''.* The start of the morning (8 , and therefore of daytime, is '''08:00 AM) ''' and is called referred to as the '''daybreak''', and the . The start of the evening (8 , and thus of nighttime, is '''08:00 PM) ''' and is called referred to as the '''eventide'''. * Certain places and businesses in the Mazes with concepts of a "day shift" and a "night shift" use these hours as points of reference for when these shifts begin and end; for example, if you're visiting the local diner at 2:30 in the afternoon, you're going to see the employees work the day shift, but if you come back later at 1 AM, you will see the night shift employees instead.** Certain shops, in particular [[individual shops]] located in [[intersections]], are closed during either the day shift or the night shift.* Certain areas are referred to as '''Outside''' areas, affected by a day/night cycle just like in the real world depending on the current day period.** Outside areas during the '''evening''' and the '''late night''' are dark enough to induce '''[[Effects#Accuracy|Environmental blindness]]'''.
{{AdvancedTip| tiptext=Game Masters: If you really want to, and if your players have no issue with it, you can keep track The passage of the clock in the game at a more accurate level than simply tracking the current time periodis important for [[Inebriation]] mechanics as well, right down to as eliminating inebriation depends on the exact hours and minutes, using these pointers:<br/>'''+5 minutes''' when entering a new UA room<br/>'''+6 minutes''' per turn spent Waiting<br/>'''+6 minutes''' per turn spent Resting<br/>|}}number of day periods that have passed since the last drink.
== The daily reset ==
== Daily Reset == The only most important part element of time is the amount of days that have passed in the game, and more specifically the moment at which the character enters into a new day. This point is known as the '''daily resetDaily Reset'''. Two important [[statistics]], [[Nutrition]] and [[Hydration]], rely on the daily reset Daily Reset for their significance. Every day at the daily reset, your character will lose a certain amount of nutrition and hydration, roughly corresponding to a day's worth of food and water. The exact amount of nutrition Nutrition and hydration Hydration lost depends on two factors: your character's specific attributes; please check the relevant articles for detailsBase Limb Health value and constitution.
The daily reset occurs at '''midnight''', at the start of the Night period.
 
The exact amount of nutrition and hydration lost every day is calculated as follows:
* Nutrition lost on Daily Reset = '''30 x Base Limb Health value'''
* Hydration lost on Daily Reset = '''10 x Base Limb Health value'''
** If your character possesses one of the '''[[Character traits|Big eater or Light eater]]''' traits, multiply both values by the number indicated.
 
In addition, your character may heal some [[Pain]] (if not 0%) and [[Blood]] (if not at maximum levels and if there are no [[Wounds]]) during Daily Reset. This is referred to as '''natural healing'''; however this healing is not free and will burn extra Nutrition as well as some [[Fatigue]].
* Pain healed on Daily Reset: '''Up to -40%'''. Healing Pain through Daily Reset is subject to the [[Effects#Healing|Pain healing effect]].
* Blood healed on Daily Reset: '''Up to +1.0 unit'''. Healing Blood through Daily Reset is subject to the [[Effects#Healing|Blood healing effect]].
 
Lastly, if your current number of '''[[Favors]]''' is under the maximum, you '''regain 1 Favor''' on Daily Reset.
 
Additional considerations:
* If you have skill levels in [[Healing]], you will receive bonuses to natural healing, which are applied ''before'' the normal effects of natural healing. See [[Healing#Natural healing bonuses|this section]] for more details.
* If your character possesses the '''[[Character traits|Blood Knight]]''' trait, the character heals '''1.0% [[Stress]] per point on the Blood Knight counter'''. The counter is then reset.
 
= Turns =
Generally speaking, unless the player characters are in combat, or there is some other situation during which the counting of turns would become important, it's not strictly necessary to count down the exact amount of turns that would pass for completing an action. The significance of turns depends on how much changes over each turn, particularly if any effects that work over time are active; virtually all such effects work on a per-turn basis, and all temporary effects last an amount of time expressed in turns.
* '''Example:''' After having successfully eliminated During a fight against a nasty creature, Sarah notices she has taken hits and sustained a few Wounds during the fightthree [[light wounds]], and is now bleeding. In order to access the [[Meds|bandages ]] inside of her [[Load-bearing equipment|backpack]], Sarah needs to spend a turn to drop her backpack on the ground and make the items accessible. Normally, this would be trivial, but every turn Sarah spends with at least one wound, means she is losing [[Blood]]. It will require one turn to drop the backpack, and one turn for every bandage required (one per Woundlight wound) in order for her to stop bleeding. Hopefully she is able  GMs are, however, encouraged to patch herself up before all expedite such processes for the sake of her red fluids are keeping the pace going, especially outside of combat and if players do have the resources on their characters to fix these issues, unless you absolutely want to run an intense, beat-by-beat, every-moment-counts session, it is usually better to simply let player characters heal themselves "for free". GMs and players may discuss about it and decide together how intense, detailed and granular their sessions should be. * '''Example:''' Normally, if Sarah were still in combat and had to heal 3 light wounds using bandages, she would have to spend the floorfirst turn dropping the Backpack (-0.3 Blood), use turn 2 to heal the first LW with a bandage (-0.2 Blood), then turn 3 for healing the 2nd LW (-0.1 Blood), then turn 4 for healing the 3rd LW (all wounds patched), losing a total of 0.6 Blood and 4 turns. However, the GM decides to let Sarah patch herself up without losing 0.6 Blood because she's no longer in combat, and there's no reason to waste time
= Movement and traveling =
The importance of your character's position in the world (and in turn, what you are allowed to do to move your character) depends on whether or not you are in combat, and on whether you are inside the [[Uncivilized Area ]] or a [[Civilized Area]]. This section will discuss what you can do outside of combat. For movement when in combat, see [[Combat mode]].
== Civilized Areas ==
''Full article: '''[[Civilized Areas]]'''''
When outside of combat and in a Civilized area Area such as a [[town, ]] or an [[intersection]], you can travel to nearly any specific room, street, shop, business, or point of interest, simply by declaring an intent to travel to that location, so long as you have access to it. Towns and intersections generally have maps listing the places of interest available, and the preferred method of declaring movement is to simply say something along the lines of, ''"I'm going to the gun shop"'' or ''"Next, I'm going to visit the hospital"''.
You can specify a particular room or area if you know exactly where you're going. You can also request to the GM your precise location, or the current town or intersection map, whenever you desire.
In order to leave a Civilized Area, your character must be at a location where it is possible to transition into the [[UA]].
* '''Towns''' have a room called the ''Gap corridor'', which represents the very edge of the town. This is where you can choose your next destination. You can only travel to a town or an intersection that is linked to the current town, though you can plot a specific itinerary if you so desire.
* '''Intersections''' do not have gap corridors. Instead, as intersections are plus sign-shaped ('''+'''), 2 to 4 of its outermost rooms may be connected to the UA, each corresponding to a single destination.
== Uncivilized Area ==
''Full article: '''[[Uncivilized Area]]'''''
When in the UA'''[[Uncivilized Area]]''', your character will be traveling through a series of randomly generated rooms, going from a starting point to a destination of your choosing, and reaching the next destination only after a set amount of UA rooms have been passed. See the article for more information.
When you are in a Civilized Area and ready to transition into the UA, your GM will give you the available destinations, and ask you to choose where you intend to go (unless there is only one available destination, of course).
Once you have selected your destination, you will be asked to pick = Downtime =Downtime is a '''traveling style'''. There are four traveling styles: '''Fast''', '''Safe''', '''Deep''', and '''Skip'''. Your chosen style will influence the amount of UA rooms you need to go through to reach the next destination, and the chances of finding loot, monsters, and special areas. '''Skip''' is special - it is essentially fast travel. When Skip traveling, period during which your character will travel an amount of rooms equivalent to a Safe travel, is still in the Mazes but will encounter zero enemies and zero items, essentially trading dangers and loot for saving time and convenience.* NOTE: Skip traveling may not always be possible, particularly during certain jobs. The GM can also disallow Skip actively traveling for any reason they deem necessary. When traveling in the UA, the three important counters are the amount of UA rooms passed, the amount of UA rooms required from place to reach the next destination, and what your current destination isplace. You can also choose to reverse course and begin traveling back to your original starting point; at which point the amount of UA rooms already passed becomes your amount of rooms to pass to reach the next destination. Note that if you have begun reversing course, you shouldn't reverse back again; instead, return to your original starting point, and select a new destination. Whenever you are ready to move into a new UA room, such as when you are finished visiting, looting, or fighting in the current room, you may "request the next rooms" or "the next doors" to the GM, who will proceed to randomly generate three rooms, and if applicable, extra possibilities. The description of each room follows the same nomenclature:* (Left, Front or Right), (If applicable: Shortcut or Detour value) (Roomstyle), (Decay level), (Code)** ''Left, Front or Right'' is flavor, and simply represents your first, second, and third choice.** ''Shortcut or Detour value'' indicates the amount of UA rooms you will lose or gain if you take this door. Usually written '''Shortcut -x''' or '''Detour +x''', where x represents the amount of rooms skipped (Shortcuts) or gained (Detours).*** Shortcuts '''decrease''' the amount of UA rooms needed to reach the next destination, and Downtime should be used treated as a way to shorten expedite the trip.*** Detours '''increase''' the amount passage of UA rooms needed to reach the next destination, time and should be used if you want primarily employed to look for more loot (or creatures to fight).** ''Roomstyle'' is simply advance the type and style of room that is ahead. The roomstyle determines the presence and type of furniture inside.** ''Decay level'' indicates the age, level of decay, and damage that the room has sustained over time. Low decay levels generally increase the chances of finding extra loot. High decay levels generally increase the chances of finding mushrooms.** The ''Code'' is either a letter or a number written between parentheses:*** If the code is a '''number''', it is a number representing the room's decay level. Decay level numbers range from 0 plot when living day-to 5.*** If the code is a '''letter''', it may either -day would be '''(S)''' for Shortcut, otherwise impractical or '''(D)''' for Detourless than engaging. In both casesFor example, the shortcut or detour will be available in the next room, at the front door. {| class="wikitable" style="font-size:9pt; text-align:center" width="600"|-| ''Decay level'' || ''Code'' || ''Chances of finding extra loot'' || ''Chances of finding mushrooms''|-| Deserted || (0) || 75% || 0%|-| Abandoned || (1) || 25% || 0%|-| '''Dark''' || (2) || 50% || 50%|-| Disaffected || (3) || 10% || 0%|-| Forsaken || (4) || 5% || 15%|-| Overgrown || (5) || 5% || 35%|} * In if a room player character got away with a decay level of '''Dark''', the lights are broken, plunging the room in total darkness.* In rooms with a decay level of at least 2, all electrically-powered furniture particularly notable act (televisions, radiose.g..) will be non-functional. '''Example:''' [Next rooms] Left: Empty bar, abandoned (1) // Front: ('''Shortcut -2''') Empty workshopa crime, disaffected (3a heist) // Right: Featureless room (D)* The left door leads to an abandoned empty bar, the front door leads to a disaffected empty workshop, and the right door leads to are wanted by a featureless room with faction or a detour inside.* Taking the front door would make the player character go through a shortcutparty, and remove 2 rooms on the amount needed they may want to reach the next destination.* Taking the right door would ''not'' make the player go through lay low for a detour, but it would lead to a room where the front door while and avoid making waves; that is a detourwhen Downtime comes into play.
=== In short ===When transitioning Downtime means the player character is not being fully actively controlled - however, it doesn't mean they are removed from CA play, nor does the player have no say in what happens to their character. The fundamental principles of Downtime are as follows:* Entering Downtime should be decided by consensus between players and GM '''based on the plot needs''' first and foremost.* The GM has the final say on how long Downtime lasts and when it's appropriate to begin (although that too can be discussed). The recommended minimum downtime duration should be '''3 days'''. Although there is no upper limit, be reasonable.* To enter downtime, all player characters and relevant allies (e.g., GM-controlled partners) must have access to '''safe shelter''' with a place to sleep at the absolute minimum. Safe shelter isn't necessarily [[Civilized Areas]] only (especially if you play characters that live in the [[UA]]), but must be places that are unlikely to be visited by potential threats at any minute. (e.g., a [[hotel]], a [[residential area]], or a raider hideout in the process UA may qualify, but a random bed in the UA does not)* While under downtime, player characters must be able to live and sustain themselves effectively like NPCs do. Their ability to remain in downtime '''depends on their ability to fund it'''.** '''Basic needs:''' An average ballpark for most characters is as follows[[File:Parallar symbol.png|10px]]'''50 per day''' to sustain their nutrition and hydration needs. This value may be adjusted at the GM's discretion depending on the characters' build, specific needs, and if necessary, medical condition (e.g., bedridden, [[addiction|addicted]], etc.)* Select destination* '''Shelter upkeep:''' If staying at the safe shelter is conditional on a financial requirement, '''these costs must be taken into account''' during downtime. For example, characters staying in a [[hotel]] must pay for their rooms, whereas characters living in a [[residential area]] might need to pay rent (unless, of course, they own the unit outright)* Select traveling style* '''Additional needs:''' If the GM determines a character has additional needs that must be paid for during downtime, it is up to them to define and set a value for these needs.* Pick Player characters during downtime may receive '''between 1 and 4 [[time|day periods]] of free time''' (2 day periods are reserved to resting and sleeping). Players can, for additional costs, '''assign their PCs to specific activities during free time.''' See below for details.** '''Got a life?''' If your first doorcharacter has a safe day job that isn't excessively dangerous, the GM may '''assign fewer free time periods, but reduce or negate your downtime costs.''' After all, getting paid funds life expenses.* Enter '''The world does not stop moving during downtime.''' This may be critical if your first UA roomcharacter is wanted, pursued, or in another similar situation. The GM is free to interpret this however they need for the needs of the story!* Addicted, wounded, or otherwise compromised characters can, at any point during downtime, decide to use a day period of free time and simply visit a hospital to fix any issues they may have ('''provided one is available''')* '''Ending Downtime:''' Upon returning from Downtime, [[Nutrition]], [[Hydration]], [[Pain]], [[Fatigue]], and [[Stress]] are all reset to 0 (or functional minimums). [[Blood]] is reset to maximum, and any active temporary [[effects]] are wiped.
When traveling === Activities during downtime ===If you are in the UA:* Enter UA room* Deal with any itemsDowntime and your character has day periods of free time at their disposal, furniture, creatures, or happenstances as you need* Request can do the next doors* Pick your next door* Enter next roomfollowing:
Rinse * '''Do nothing:''' Kick up your feet (or equivalent appendages) and repeat until you reach relax. Costs nothing, does nothing.* '''Go shopping:''' If your character has access to any [[Civilized Areas#Town facilities|facility]] that sells products or services (e.g., [[individual shops|individual shops]], a [[hospital]], or even a [[library]]), a day period can be devoted to using these facilities as needed, just as during normal play. GMs are encouraged to expedite the last UA roomprocess and not spend much time, in which caseif any, on roleplaying or mood-setting. Downtime shopping is strictly utilitarian!** During downtime shopping, GMs may ignore the shop generation rules and simply assume all of shops have access to as much stock as needed, for the next doors will lead sake of expediency. (As always, players are advised to be reasonable.)* '''Train [[combat skills]]:''' If you have access to a [[shooting range]] or a [[dojo]], you can devote a day period of Downtime to training. Under Downtime, costs and potential gains are highly simplified; you simply increase your destinationexpenses in exchange for Training Points at the following rates:** '''Firearm skills:''' Requires a shooting range. [[File:Parallar symbol.png|10px]]'''200 per day period''' in exchange for '''4d10 TP in any 1 firearm skill'''** '''Heavy weapon skills:''' Requires a shooting range. [[File:Parallar symbol.png|10px]]'''600 per day period''' in exchange for '''4d10 TP in any 1 heavy weapon skill'''** '''Melee and misc skills:''' Requires a dojo. [[File:Parallar symbol.png|10px]]'''80 per day period''' in exchange for '''4d10 TP in any 1 melee or misc. skill'''* '''Use [[training machines]]:''' If you have access to a [[dojo]], you can spend a day period using a training machine. [[File:Parallar symbol.png|10px]]'''160 per day period''' in exchange for '''4d25 XP in any 1 machine'''. Any Pain, Fatigue, Nutrition, and Hydration costs are ignored for the purposes of Downtime.
[[Category:Game mechanics]]