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Tapestry Game Rules

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The Giggling Ghost 3.0 (updated by Dan Knotts DM Giggling Ghost 9/12/2008 Mikalus30@gmail.com)

What is the Giggling Ghost Inn (GG)?

In character, The GG is the “Happy Hunting Grounds” for all adventurers in The Wold. Adventurers dead and alive can gather there in their dreams to congregate, party, and enjoy themselves. Out of Character (OOC), the GG is an in-character board where PCs from every game can post together building community for woldiangames.com. PCs role-play: relaxing, socializing, compete in games and contests, and participate in scenarios/modules within the inn.

A map for the GG is available Online at: http://www.woldiangames.com/maps/floating_city_ghost.shtml

Do adventurers happen inside the GG or just in the Taps?

At least once every two months, there will be an advertised GG scenario. Any Woldian may run a GG scenario. GG adventurers follow the Tap rules below in all respects.

What Games and Contests are within the GG?

There are dagger throwing lanes in the SE corner of the main floor of the Inn. Both, daggers and axes can be thrown in the lanes. The DMs of the GG have rules for these contests that are available from them. There is also a small arena in the SW corner. Any contest from the famous “Turtle Races” to “Drunken Wrestling” can occur in the arena. Finally, the drink of the house, The Green Gnomish, makes for an exciting contest in itself and many variants of drinking contests occur in the GG. But don’t forget that any inn the size of the GG with this many adventurers hanging out in it, has unexpected events that seem to occur in the strangest of ways.

How do I get my PC to the GG?

That’s easy. Go to sleep. Dream of it and you are there, entering through one of the various fireplaces in the inn. Stay as long as you want, because time does not exist here.

Do I remember what happens in the GG?

In character, the answer to this is complicated. At times, you remember clearly the instructions given to you in the GG for the nearby dungeon you have plans to explore. At other times, it is just like a dream, fading from memory shortly after awakening.

Out of character, memory of what happens in the GG is left to the players, unless your Tap DM or the DMs of the GG specifically say that this event cannot be remembered upon exiting the GG inn.

Dead people can come into the GG?

Yes, just as you can dream of your long-dead grandmother, your long-dead grandmother can take a long-summer’s nap in the Lands of Rest and enter the inn to visit you. So people of legend, from the present and the past visit the inn. Sadly, advice to a long lost heroes about what they should do to save themselves from their own deaths are lost upon exiting the inn. In fact in many cases, GG visitors who try to tell dead people about how they died, or related information that could change the past find that they literally cannot do so.

The Magic Tapestries 3.0

What is a Tapestry?

A Tapestry (tap) game is a pickup-game so that players can participate in more games than the one game that they are allowed as a Woldian. Tapestries can be of any level or variant of D&D play. Tapestries of non-D&D role-playing games may also be offered.

How do I sign up to DM a Tap Game?

The DM(s) of the Giggling Ghost are the ultimate authority over all Tap games. The GG (Giggling Ghost) DM(s) approve all Tap modules, oversee when Taps are offered, and sign up DMs to run a Tap.

To run a Tap game, simply contact the DMs of the GG and sign up for a month to start your Tap. Note that the DMs of the GG may ask you to run a tap of a specific level.

Then write your module. Modules are encouraged to be equivalent in length to a normal Woldian adventure. The default length of a Woldian module is 3-5 scenes of 3-5 weeks each, equaling three total months for the adventure. Once the module is completed, email the module to the DMs of the GG for approval. Expect to have to edit your module to get it approved as we want all Woldian Modules to be of the highest quality.

Do I have to run a Woldian adventure in a DnD game?

Each month, one Tap game will be designated by the GG DMs as the Tap Game of the Month. This tap must be a Woldian DnD adventure or a DnD adventure.

However, other taps can be run each month. These do not have to be a DnD game. They may be any role-playing game or variant that the DM desires. However, until the GG DMs have the next few months set with Taps ready to go, they will not allow you to sign up for a non-DnD Game. Usually this is not a problem.

How do Tap games start?

Once the module is approved by the DMs of the GG, the DM waits for the month when the game is set to begin. The DMs of the GG will handle the advertising of your game by emailing the Wold as well as posting the “advertisement” for your module in appropriate places. They will assign the game to a specific Tap board. PCs sign up for the game by posting with the character they plan on using in the GG. The GG DMs will take the first 8 players to sign up and assign them to the forming Tap game.

The DM is then in charge. Character wealth requirements for the Tap are announced. Character Stats are rolled on the Loot ‘N Booty Board (LnB). Character sheets are completed and sent to the DM. The DM is encouraged to have all PCs approved and ready to go within 5 posting days. The DM then posts on the assigned Tap board and the game begins. Any PCs not approved by the DM when the game starts are left behind in the GG until the sheets are approved.

How do Tap games end?

When the Tap adventure is over, the Tap DM posts on the Tap board that the GG tapestry appears near them. The PCs then post that they are exiting the tapestry. The DM posts on the GG that the players have returned from their tapestry adventure and posts xp and Seals there on the GG board for all to see. This final DM post in the GG serves as a archive for what xp and Seals were given to the PCs for completing the module.

Can I earn treasure and experience in Taps?

We are happy to announce that after years of not doing so, we will be giving out treasure and xp in the Taps for Tap created PCs. Woot! The standard xp for a Tap game, which may be more or less, depending on the adventure itself, is one level per three-month tap. Treasure will be appropriate to the level of the Tap. Tap games will deliver xp like regular games, at the end of each scene in the tap. All Surviving characters at the end of each scene will gain XP and treasure. A character will not get XP for the scene if the character is killed during the scene. Killed Characters can re-enter Taps. (See: What happens if a PC dies in a Tap? )

Xp and treasure is only for Tap characters. Tap characters ONLY play in Tap games. They cannot play in Career or Challenge games.

Career and Challenge PCs (also called Permanent PCs) can also play in Taps, but they do not earn xp or keep treasure after the module. Instead, they will earn Seals to carry back with them to their Career or Challenge game as we have done for years. Nothing changes for Permanent Characters.

What are Tap PCs?

Tap PCs are characters created to play, earn xp, and earn treasure in Taps only. They must be posted to google docs (our place to story documents) and updated after each module.

They can only sign up for Tap games that are within 1 level inclusive of the stated Tap level. (Ex: A module is declared to be set at 5th level. Tap PCs from 4th level to 6th level can sign up for the game.) Do note that the Tap DM will NOT be adjusting the level of the tap for lower or higher level PCs. So if you sign up for a game that is too high, you’re going to get more xp, but you are also going to be playing in a game higher than your level. This is especially risky for you and possibly hazardous for the other PCs that will be depending on you. XP will be based on the Tap level. Characters lower than the Tap level will recieve a 20% bonus. Those higher than the Tap level will receive a 20% penalty to xp.

What about Treasure?

Tapestries will have treasure like any other adventure. Upon returning to the Giggling Ghost, Tap PC's will be able to visit the Banker in the Giggling Ghost. He intercepts the victorious group on their way back, cashes in all treasure won (Magic Items, everything), redistributes the pot equally to all PCs, and gives them a day to buy/sell equipment/magic. Purchases happen within the Giggling Ghost and operate with all the standard rules of the Catacombs. Any leftover gold gets converted to GG chips.

What about crafting items with the Fabulous Woldian Craft feat or specific Woldian classes like the Sharpshooter?

All Tap PC's recieve 2 weeks (14) days of downtime between Tapestries. All normal Core DMG rules apply. Tap PC has to expend gold and xp per the DMG No new Woldian items can created. Those must go through the Black Genie Center for approval. Red Ticket Items must be approved by Giggling Ghost DM. This can be done by email and the Giggling Ghost DM has final veto power to any item crafted.


What are Permanent PCs?

Permanent PCs are characters that play in a Challenge or Career game. They do not earn xp in Tap games. Instead they earn Seals to take back with them to their permanent game. (see below) Permanent PCs can play in Taps of any level, if they are willing to adjust their level and character worth to meet the DMs requirements.

How do things happen “in character” from the PC’s point of view?

--A number of Magic Tapestries (Taps) hang on the wall of the GG (Giggling Ghost) which at times allow PCs to enter and live through an adventure inside the T (tapestry).

--To enter the Tap and begin your game, a PCs must simply post that they are doing so. The PCs will then find themselves in whatever location the DM has chosen and may begin posting on the designated Tap board. The Tapestry is not visible from within the “game” until the end of the adventure. If PCs choose to exit the Tap when a death occurs, the adventure ends.

--At the end of a Tap adventure, the tapestry will appear near the PCs so that they can exit and return to the GG. Then the players can celebrate their successes in the GG and prepare for their next Tap adventure!

What happens if a PC dies in a Tap?

-- If a PC dies within a tapestry, the body floats out of the Tap, and back into the GG. There it will be raised by the GG Priest in Residence. Resurrections have no effect when cast from within the Tap. The dead PC will instead be raised out in the GG for free. The raised PC may not re-enter the Tap until the encounter in which they perished is concluded and the DM gives approval for re-entry.

How many Taps can I play in at once?

-- Players can have different PCs in two Tap games at a time, while running a third in the GG. Players may only play 1 PC in any Tap game. The SAME PC cannot be in more than one Tap at a time.

What is a Tournament Tapestry?

--A tournament Tapestry is a tapestry organized as a tournament. Multiple instances of an adventure will be signed up for and played. The Tap DM and the Players will vote for the top PCs which then advance to the next round of the tournament. Tournament winners will receive stated treasures, xp bonuses, and titles to be posted on the Internet (Ex: Gladiator of the Year 2008)

What other awards can I earn?

--Each year, one player will be selected by the MDM over the Ts to receive the T Player of the Year Award. This player will have a plaque added to the Wall of Heroes in the GG in the name of their favorite T character.

--Other awards may be designed in the future to honor different PCs for different reasons. Stay tuned!

3.1 Additions Credits Games and Prizes

All House games have a minimum bet of 5 chips and maximum bet of 25 chips. All GG guests get 100 credits. All GG Guests are 5th level and should be posted on Google. Starting XP is 10,000 the minimum for 5th and each PC has 9,000gp to spend.


Getting More Credits

Joining a Tapestry: 25 chips Succeeding at Tapestry: 25 chips Picking Someone’s Pocket: Frowned on, but not against the rules

Games: (see below)

Dagger and Axe boards.

5 chips to play winner takes all.

3 Throws highest total Wins the game

Weapons supplied by the establishment. Non Magical, non masterwork quality.

Target has 4 rings

Outer AC 15 worth 1 point

Middle AC 20 worth 2 points

Inner AC 25 worth 4 points

Bullseye AC 30 worth 6 points

Range for axe and dagger is 10’ Boards can be set up to 40’

At 10’ there is no range penalty Novice

At 20’ there is a -2 range penalty Advanced

At 30’ there is a -4 range penalty Expert

At 40’ there is a -6 range penalty Master

At 50’ there is a -8 range penalty Dragon


Betting Wheel 3d12-3 provides results 0-33 Numbers odds 0 33:1

1-10 2:1

11-15 1:2

16-20 1:3

21-25 1:2

26-30 2:1

31-32 6:1

33 33:1

Odd 1-33 1:1

Even 2-32 1:1

Any specific number 4:1


War

There are 5 rounds

Each player places a bet 5-25 each round

Roll 1d12 high roll wins the round and the chips

If a tie each player adds 10 to his wager and rolls 1d12 again, with the high roll taking the pot. Additional ties, repeat the additional 10 bet and 1d12 roll. Eventual winner takes the pot and the game moves to the next round


Glittering Prizes

500 Chips= lotto prize
1000 Chips = 500 xp
1500 Chips = goblin seal
2000 Chips = 2000gp

Prizes can be given to Tap PC's


Appendix 1: Seals

All tapestry and other non-permanent game treasure will be in the form of seals. Seals consist of a thin wafer with an imprint of an Old-Woldian alphabet letter imprinted in it. It is an Official Woldian Magic-Item Type. Seals stick to clothing, armor, skin, and anything else that is considered being worn by the owner. It cannot be sundered or removed without the "will" of the owner. If the owner dies, they lose their magical properties forever and disappear. Seals can be activated in various ways such as tapping, breaking them into, tossing them, etc. The seal reveals its method of activation to its owner. Seals activated by tapping are activated as a Free Action. Seals that must be broken or thrown, etc. by the owner to activate them cost the owner a Move-Equivalent action when this is done. Once used, the item disappears.

Seals are normally group affecting one-time-use items that have very short durations and minor magical effects. They are usually considered less potent than potions, but this is not always the case. Seals that affect individuals only do exist, but they are rare. Some seals also can edge on the powerful. But this is very rare and goes against the spirit of the concept.

Obvious ideas for seals:


+1 to hit for 3 rounds for the group.

+1 to saves

+5 vs. fire for 3 rounds.

More Creative ideas for seals:

Group potions allowing group invisibility, water breathing, gaseous form and the like, but lasting for only a short time. Group can talk telepathically with each other for a short time. Group can all hide inside the item for a short time. Individual in group can get a +10 to any bluff check one time during the next 5 days of posting. Item acts as a boon gift for Gargul in case someone dies. It helps to appease Gargul when asking for the life of a comrade.


Appendix 2: Basic Rubric for determining Tap Treasures (Seals)

This is the standard rubric used to determine T Treasure. DMs may include their own criteria that are module based for their T Treasure Rubric, if they desire to.

Poor/Failure--fails adventure (no T treasure) 2. Below Expectations--succeeds in adventure, in some sort of partial way or unnecessary multiple deaths occur (no T treasure) Meets Basic expectations--beats module, but just barely (possible single Seal of weak power) Exceeds expectations--not only conquers module, but also does so with style, great role-playing, and creative thinking (2-3 seals per character) Above and beyond--incredible teamwork, heroism, great success in all areas of module, uses creative solutions, accomplishes tasks with great honor and aplomb. (3-5 seals per character)


Appendix 3: Expiration of Seals

Starting with an announcement about the end of January 2004, by the Master of Taps (Justin), all seals will expire after a time.

Official Seal Expiration Schedule (2nd revision):

All current "non-colored" or "clear" seals expired on December 31, 2004.

We now use a color system for the giving of seals:


white seals = Jan-June 2005 (expire June2006) green seals = July-Dec 2005 (expire Dec2006) golden seals = Jan-June 2006 (expire June2007) black seals = July-Dec 2007 (expire Dec2008) etc. Expiration dates will be set for one year after the seal has stopped being given.

Any seals listed by a player without their color explode causing any effect that the DM wishes.

The Master of Seals keeps a master seals list.

Everyone has to send all Seals actually given to the seals master with the following information:


-Name of seal -Color and Date of Seal -DM and game/situation for the award Thus any DM wanting to check the validity of a seal can ask for that information from the Master of Seals.

Any seals not on the Master Seal List explode causing the DM to undergo one full day of derision in the Loot n Booty Tavern.


Appendix 4: Grandfather clause involving clear to white seals Dec. 2004

(emailed to all Woldians on Dec. 30, 2004)

Ok, we're going to allow all seals given since July 1st of 2004 to be automatically changed now to the new "white" color.

This can only be done with your permanent game DM. They will note the change on your sheet and the color can only be changed with their permission. DMs note this on your board with a private post.

Ex: Sarah's character Goofus has had the following clear seals changed to white as they were given out after June of 2004.

Seal of Honor (Gold Tapestry given August 2004 by DM Dragon)

Seal of Forgiveness (Scarlet Tapestry given December 2004 by DM Demon)


The character sheet should note the date of the DM's private post. If the sheets do not show this, the change is not official.

The window of time for this change is now through Jan 31, 2005. After that, no further seals can be changed from clear to white.



This page updated 1 September 2005 by Kim McCoy. Text from Rulesmeister Kent Lewis.

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