ENTERING THE GAME.
The Falner Estate is busy twenty-four hours a day, seven days a week. This means that new people can literally arrive at any time, and Things Will Get Done - usually.
Once you have a new character in the game, the day change after your application was accepted will always effectively be your first day at the Falner Estate, or whatever your origin point happens to be. Unless you requested otherwise, this "first day" actually means the first day that your character has spent settled into a new routine within the compound (i.e. you've already enrolled in classes at Balamb, you've already started your job in the West District). Anything that occurred before that will either have to be a backdated log on falnerestate or placed on the Origin Stories post.
THE FLOW OF WELCOME TO THE NEW AGE.
All logs, network posts and events are scheduled during specific in-game days. The passage of time is marked through day change, which occurs at 3 AM PST/5 PM PHT, every Saturday. They will be announced on falnerestate.
Beyond any individual changes that reflect the climate within the campaign at that moment, Day Change posts will have the following information:
- The daily forecast.
- The general mood of the denizens of the Estate, as affected by any recent in-game events or plot revelations.
- Link backs to important logs and network posts from major NPCs, updated as they go up during the course of that IRL week.
Players do not comment on the Day Change posts, though players have the option to use these as venues for OOC plotting. They can log out any IC actions or express IC reactions on their own posts. While we allow backdated posts, we do NOT allow advanced logs. Always, always wait for Day Change to happen.
Moreover, every "normal" Sunday in-game (meaning, a Sunday without a major event scheduled) will now have a Great Hall open post for players to dump your PCs and mods to bring in NPCs as they please. Any threads that happen here won't be counted as major events, but it will provide a good, semi-constant chance for CR and shenanigans, much like the IRL monthly class log.
Guidelines on how to post to our communities can be found together with the Game Rules.
DAILY LIFE IN THE FIFTH WORLD.
Outside of major events, players are welcome to have their characters spend their time within Welcome to the New Age however they like. Hunter characters can sign up for missions, or focus on training or fulfilling mandatory hours of labor as befitting of their rank. Initiates have their own mandatory hours to fulfill in order to earn their colors; students have to go to class. Civilian characters and characters from affiliated groups can make logs or network posts that go into their daily minutiae.
Characters are also more than welcome to make logs of them in locations other than Falner. Missions, for example, almost always take place outside of the Falner Estate. Some of you also won't start out in Falner. Others might just want to go out into town with each other. Naturally, where characters can really go is limited by the resources they have at hand, and any additional constraints that might be placed upon them as a result of adverse moments within the Fifth World or whatever else.
FOR HUNTERS: TAKING MISSIONS.
Players can sign their characters up for missions over on the Mission Board Pages (links to follow). Participation in missions is completely voluntary, but - beyond gaining more experience points than usual for mission logs - there are many in-game benefits to keeping busy with them.
There are three types of Missions: Regular Engagements, Special Engagements, and Story Missions. The mechanics for each will be tackled on their individual pages.
FOR CIVILIANS: REGARDING THEIR DAY/NIGHT JOBS.
As a general rule of thumb, players of civilian characters who hold jobs that are not related to the Vigil are free to plot out whatever they like with regard to how well or poorly their character is doing in the workplace. This includes the NPCs they encounter in their work mates or bosses, the shenanigans that go down (or the drama) and whatever else.
If a player, however, wants any one of us mods to toss something their way. we'd be happy to indulge you.
Participation in major events that occur within Welcome to the New Age is voluntary. Plot driven as this game is meant to be, we're also attempting to make it as "open world" and "sandbox" as we can. We're also trying to provide an ideal environment for busy RPers to have fun on their own time.
The mod team will always announce an upcoming major event at least two weeks in advance on overheardinthegreathall. The announcements post will double as a plotting post for our players.
EARNING EXPERIENCE POINTS.
Characters will earn a fixed amount of experience points every time they make a post of their own, or comment on another post. Here are the official equivalents for the game at the moment:
WHAT DO YOU DO EXP GAINED
Making a normal post on falnerestate or falnerboards.
Responding once to another character's normal post on falnerestate or falnerboards. 1 EXP Making a post related to a major event on falnerestate or falnerboards. 2 EXP Responding once to a character's comment on one of your posts for a major event on falnerestate or falnerboards. 2 EXP Responding to another character's post on a major event on falnerestate or falnerboards. 2 EXP Participating in a mission and handwaving it. 1 EXP for all participating parties in addition to the EXP gained due to its Difficulty Rating and Discretionary Points Participating in a mission and threading it out. 3 EXP for all participating parties in addition to the EXP gained due to its Difficulty Rating and Discretionary Points Milestone Development. 3-5 EXP according to the discretion of the mods Epic Achievement. 5-10 EXP according to the discretion of the mods Gaining an Exceptional Success on a Skill-based roll. 1 Discretionary Point of EXP for the Skill in question Suffering from a Dramatic Failure on a Skill-based roll. 1 Discretionary Point of EXP for the Skill in question A Rule of Cool Thread. 1 EXP
A Milestone Development is the term used to refer to threads where the character(s) in question had an important revelation or went through some sort of marked character growth. Players are always welcome to specify whether they feel a thread of theirs reflects a Milestone Development, but it will ultimately be up to the mods to decide whether they will be able to claim the EXP.
An Epic Achievement is the term used to refer either to a character's significant contribution to a plot-based event in Waking the Dead, or something utterly life-changing for their character. Players are always welcome to specify whether they feel a thread of theirs reflects a Milestone Development, but it will ultimately be up to the mods to decide whether they will be able to claim the EXP.
A Discretionary Point of EXP is exclusive to the Skill in question. It may be combined during EXP spending with "general" experience points in order to raise the rank of the Skill.
The Rule of Cool applies to threads where you feel like your character did something interesting or fun (aka, solicited great OOC and/or IC responses). This is up to the discretion of the mods, though.
For purposes of clarity, a single comment from your character's end is enough to merit the experience gain. The thread does not even have to be complete.
CLAIMING EXPERIENCE POINTS.
Players cannot automatically assume that just because they have fulfilled any of the prerequisites for gaining experience points, they have the EXP at hand for spending. They will need to go to The Experience Points Bank and post links to the relevant threads for the mod team's reference. Once a mod has checked your list and given his or her approval, however, the players is welcome to use the experience points as they see fit.
Players can post to the Bank at any time, and fill their comment up with as many threads as they like in a go. We don't have an Activity Check for a reason, right?
SPENDING EXPERIENCE POINTS.
Here are some of the standard equivalents for spending experience points in White Wolf systems:
Attribute = New Dots x 5
Skill = New Dots x 3
Skill Specialization = New Dots x 3
Merit = New Dots x 2
Equipment/Weapons = New Dots x 2
Morality/Effective Morality = New Dots x 3
Supernatural Advantage = New Dots x 8
Willpower Dot = 7 Points
For the experience costs for things specific to your character's class template, refer to their respective guides.
Make sure to track all of the things that you bought with the EXP you earned in the game on your character's EXP tracker.
EMPLOYING DICE ROLLS IN WELCOME TO THE NEW AGE.
Given the constraints we have with the DWRP format, players will not be required to roll for nearly every action that can be determined by chance. When you're interacting with NPCs from the mod team, the mods will be the ones who will decide whether an action merits a roll or not.
The general rule of thumb that we'd like you to follow here, however, is that if the action that you want your character to take requires a measure of skill, you MUST roll in order to see if you succeed. Post the entire breakdown of the roll and its result on the subject line of your comment, and we'll do the rest from our end.
Granted, this presupposes that players will have to be a bit more vigilant with how they tag, and DOES force you guys to think in terms of tagging in one idea/one action/one line. If you feel like your fellow player may have put in too many actions that required a roll, you're always welcome to tell them to edit their tag.
Do support the spirit of spontaneity, though! If you guys want to roll to see how things go between, let's say, two of your characters, feel free to make the rolls happen and negotiate their specific effects with each other through chat or wherever else.
On that note, we fully support plotting out a thread in its entirety, rolls and all, out of game first before tagging things through. That might make things easier, given the system that Welcome to the New Age has in place.
We're going to have an in-depth guide on the White Wolf system and how it'll apply in Welcome to the New Age, but here are some basic dice rules for quick reference:
- Basic Dice Pool: Attribute + Skill (+ Applicable Bonuses) (- Negative Circumstance Modifiers). The number of successes determines... well, how successful you were.
- Dice Pool for Attacking, Melee: Attribute + Brawl/Weaponry/Firearms + Weapon Modifier (- Negative Circumstance Modifiers) - Defense (+ Armor). The number of successes determines the number of points of damage you deal.
- Dice Pool for Attacking, Melee: Attribute + Brawl/Weaponry/Firearms + Weapon Modifier (- Negative Circumstance Modifiers) - Armor. The number of successes determines the number of points of damage you deal.
- Rolling 7 or below means you failed. Rolling and 8 or 9 means you succeed. Rolling a 10 counts as a success, and you may roll the 10 again in order to see if you'll succeed again.
- Rolling three ones and having no successes in your final count is a dramatic failure. Rolling five or more successes is an exceptional success.
If you ever need a mod to mediate, you're always welcome to let us know.
THREADING OUT COMBAT.
Combat logs will probably be the only kind of log where players are absolutely required to plot the entirety of the sequence out with the parties in question before threading it. This is due to several factors: the presence of Initiative, the number of dice rolls that combat involves, and the need to ensure fairness on all sides.
The combat sequence can be plotted out anywhere, but a mod MUST be present within the chat box or thread in order to mediate.
We acknowledge that combat could happen spontaneously. Nevertheless, our rule holds: suspend the thread where it occurred until the fight is resolved off-community.
DON'T FORGET TO POST TO THE CALENDAR.
Welcome to the New Age has the Calendar, its own version of Waking the Dead 2.0's Hourglass up here. Players will be expected to take charge of keeping it updated by contributing links of the interactions that they have had according to the guidelines that will be specified on the Calendar's page.
BARRING RULE HACKS SPECIFIC TO WAKING THE DEAD, WHITE WOLF SYSTEM RULES APPLY ACROSS THE BOARD.
A page devoted to being a quick and dirty guide to White Wolf Systems can be found here. The page includes reference links, and it will also serve as a Q&A for people who want clarification on any of the dramatic systems and rules.
We also have a page devoted specifically to rule hacks for Waking the Dead, over here.
I HAVE QUESTIONS ON IN-GAME MECHANICS!
If we weren't able to answer questions related to the things within this FAQ, however, feel free to comment here. Threads will NOT be screened, so that future players can check the comments and see if their own questions haven't already been answered in this guide.