event hooks

union of free guilds


         
  General Mandates:  
  Meet the Hook Minister Adventure Hook Submission
  Quest Hooks Opening the Log for an Adventure Hook
  Guidelines For Announcing a Death
  CP Rewards Please Note
  Quest Master Guidelines    
  Quest Master Advice    
         
introducing the ministers
Events Ministery:
To contact the Events Ministry, use the links below:

     
   
     
 
  Minister of Events   Resident Events Minister  
         
  Ebon Corazón   Tania Kelvina  
         
  Ebon Corazón   Tania Michele Bloodfyre  
  Screen Name: Ebon Corazon   Screen Name: Fervent Lotus  
  Profile: Visit Page   Profile: Visit Page  
         
 
  Contact the Events Ministry  
 
 
     
quest hooks
 
  1. Quest hooks are small quests that last anywhere from one day to up to five consecutive days. A small group of no more than 6 people is led by a Quest Master (QM) using a predefined hook that is offered for the month.
 
guidelines
 
  1. The quest you run must involve the adventure hook.
  2. Anyone can be a Quest Master. It simply requires a mock quest done and submitted to the Hooks Minister and the Trinity. (angelicardour, fireangelmysti) Once it is received, it will be graded and pointers will be given and you will receive a Q to your citizen registration number which will allow you to run and maintain Hooks presented and scheduled.
  3. There can be no more than six (6) characters involved in your quest. There can only be one Quest Master per quest group. Members outside of the Questing guild may be invited in at the QM's discretion.
  4. The quests are considered real time, and therefore, all registrations, personal enhancers, and battle assistance can be used in the quest while still upholding UoFG guidelines. If one wishes to use a guild enhancer, they must have written and signed permission from the GC of said guild.
  5. In the case of death, there are Resurrection Signets, which are placed around the neck of a character. This grants them the ability to come back to life after battle has been resolved. The signet can only be used once, either to resurrect another member of your party, or to resurrect yourself. Upon the characters life being reduced to ' 0 ':a roll of 1d20 will be made:

    20 = the character survives but is knocked out until a healing attempt is done.
    15 - 19 = Character is knocked out for 2 full turns and when awaking they will receive 5 HP if not healed.
    10 - 14 = Character is knocked out and must be healed to awaken again. Successful healing is a roll of 20 or better
    5 - 9 = Character is fatally wounded and is knocked out until successfully healed. Successful healing is a roll of 25 or better.
    2 - 4 = Character is dead and a resurrection signet must be used to revive them along with a successful healing roll of 15 or higher.
    1 = Character is dead. Resurrection signet and a successful healing roll of 25 or higher to awaken them.

    NOTE: There is one resurrection signet given per player character per quest. Each can only be used one time. If other characters die in the quest afterward then they are dead for 7 mun days and may not be seen in any UoFG related public rooms or participate in events, wars, or hooks until the 7 mun day period expires.

  6. If your character is participating in a hook, they may not be seen in another group performing the same adventure hook in another group. You can involve them in another hook, but not another group using the same hook. Each member is allowed to participate in a hook event once during its allotted time.
  7. Each Hook will have a maximum amount of words needed before being reviewed for all other criteria. Word count and creativity are a must before full review is complete. A base quest with six participants will have a required 3000 word minimum. Depending on creativity and flow of the quest, extra word count may be reward with small CP bonus's.
  8. Have fun! There is no wrong way to move a story through the adventure hook used.
 
cp rewards
 
  1. CP will be rewarded on the following criteria for participants. (anywhere from 1 to 5 CP rewarded per category).
    1. Creative Posting by characters.
    2. Enemies defeated / Objectives met (CP is determined ahead of time based on the difficulty of the opponent or objective)
    3. Mage Assistance performed (3 CP for success, 1 CP for fail).
    4. Healer Assistance performed (3 CP for success, 1 CP for fail).
    5. Handling of the Story Line while hook occurs.
    1. All participants will receive 20 CP upon completion.
    2. Assigned QM will receive 35 CP for completion.
    3. A bonus of 25 CP will be awarded overall for the best adventure sent in, which not only uses the adventure hook, but also meets the highest standard of each category overall.

*Contact the Hook Minister and the Trinity to contribute an Adventure Hook for any given month.

 
quest master guidelines
 
  1. When Hooks are set up each month and entities send their submissions with the intent to schedule them, a QM will be set up to run this quest/hook. Schedules and times will vary based on the Quest Masters availability.
  2. If at the time the hook/quest begins the submitting entity is missing members they may recruit others to replace their missing members but will only receive half the CP award for that replacement characters spot. (meaning. instead of 20 CP.. the replacement character will receive 10 CP for their entity and 10 CP for the Submitting Entity.)
  3. QMs will receive 35 CP for every successfully completed hook they run and maintain + 5% of the total CP earned by the participating entity.
  4. QMs are strongly advised to know the hook they are running and how to realistically and creatively react to character participation. Environment, NPCs, weather, location, and character based strengths and flaws must also be taken into consideration. Guiding the characters doesn't always work as they will do whatever fits their personalities. Be prepared and able to react to sudden changes in actions.
  5. Have fun! Running the quest can be just as much fun as participating in it. Use your imagination and throw challenges and goals and objectives at the participants. They won't have fun unless it's challenging but possible. Don't over do it. Use the hooks QM guide lines, take advantage of the hook scenario's surroundings.
 
quest master advice
 
  1. You are in control of all decisions large and small.
  2. You have the final say in all matters pertaining to your quest. This is your quest and nobody else can say how it should be done. If they have a better way for it to happen, they can offer their idea, but you do not have to accept it. After all, if someone else has a better idea for how to move the hook forward, they can run their own hook later on.
  3. Quest Masters have the following qualities that often make them successful:
  4. To be assertive with all decisions. Never let anyone make you feel like you made a bad choice. If they don't like what's going on, they don't have to be around for the rest of the quest, or the next day. Remember, you call the shots, you run the show, you have the final say. Everyone knows what is involved when they participate.
  5. To work well with a large group, but also be attentive to individuals. The more you work with a group, the more you will see how to involve everyone in a situation. Part of this is understanding how a character is directly affected by the scenario at hand and working the scene to involve them as well as everyone else. You will have characters who will be a stick in the mud, and with the proper assertion, you will surprisingly get their involvement. On the opposite spectrum, you will have characters who lead the group too much, and who are seeming to frontline all the attention. Be watchful of either type and learn to gauge them to the group by focusing on how to handle them appropriately.
  6. The ability to plan, but also the ability to improvise. One should have enemies, allies, kings, and random folk, roads, and towns named. You could think of names and list them for each category, so they can be used on the fly when in a situation where you have to improvise. A little preparation goes a long way. For planning, to have a goal in mind for the group is good, and you can get there, even without controlling every step of the way. Have more than one solution for each and every situation that leads the group down a new direction but ultimately will come to your end goal. Remember, the adventure does have to end sometime.
  7. To be confidential. Giving away what's gonna happen up ahead to impatient or nosy muns ruins the fun of being surprised or not knowing what's ahead. This opens up for them to complain or change the idea if they don't like it. The last thing you want is to lose control of your own quest.
  8. To use your strengths, and improve your weaknesses. You must know yourself. For example, if you're good at storytelling, more than actual interaction between characters, since the story often gets lost by someone's character strongly leading your NPCs, then make sure that your skills to being a quest master start out with your strengths, then gradually work to improve on your weaknesses until you feel balanced.
  9. In resolving problems, maintain calm, fairness, and follow the rules while being swift. Compromise isn't always going to happen in every conflict, and you may just have to make a decision to end the conflict before it gets out of control. Usually, people will agree, even if they disagree or they will withdraw from the hook. Just understand, that if conflict is creating a strain on the adventure, send the log in anyway, because punishment will be implemented for those who disrupt the story and have done so on more than one occasion.
 
adventure hook submission
 

Mail Subject: Adventure Hook (month/year): (#of people) run by (screenname of QM)

Header:
Quest Master SN: (lowercase)
Adventure hook used: (copy and paste the hook)
Names & Screen names of characters involved:
Battle assistance: (if any applied, list below)
Attach log(s) below and send to angelicardour, fireangelmysti, sadiradane
(if your adventure ran for more than one day, please place a spacer between logs so that its easier to read)

 
opening the log for an adventure hook
 

Quest Master: [Log is On]
Quest Master: [Adventure Hook: date/time]
Quest Master: [Hook Chosen: (insert text)]
Quest Master: [Quest Master: (screen name)]
Quest Master: [Participants, please state your name, guild, rank(dice), Citizen Reg, and enhancers, if using guild enhancers please forward me your permissions now.] * If the hook is going to not be using dice (no fighting or TBL interest) rank, Cit Reg and enhancers will not need to be listed.
Quest Master: [Verifying information]
Quest Master: [Will matches be DM or KO?] *Majority vote wins (tie breaker determined by you)

  1. If you are a participating in a hook you MUST use guild dice listed on last submitted roster to receive rewards or honors unless the event hook has a set dice for encounters.
  2. After the information has been verified, keep a record of their abilities, enhancers, and unireg. You'll need them later.
  3. DM will result in death for 7 days should rezz fail. KO will only result in death within the Hook itself, not throughout UoFG.

 
four announcing a death (enemies discluded)
 

At the time of death:
Quest Master: [ (screen name) is fallen at (time)(date) and may be resurrected after battle ] *during battle at the end of the round.

At the end of battle:
Quest Master: [ Battle Outcome: # of people killed ]
Quest Master: [ Resurrection Signets used: # used ]

 
important note
 

Please note, because we are grading on several criteria, you likely won't receive or see the awards immediately. You rush a job like that, you get lower awards. All logs sent in will be graded on a first come first serve basis. Allow a period of up to 7 days for the grading to take place. If there is a high influx of logs, you may receive a notice indicating that the Ministry needs a few more days, but you should always hear from the Hooks Minister within seven days. Logs must be picked apart and examined closely so that the right CP is awarded to each category.

Adventure Hooks inspired by the realm of Umbra Victus.