Organizational Roles & Responsibilities

This is the parent forum for EU's site-wide rules, and the house rules for Rifts.

Moderator: Augur

Organizational Roles & Responsibilities

Postby Augur » Wed Jul 23, 2014 2:03 pm

Admins
(Augur & Tiree)

Duties:
☞ Maintain the website
☞ Expand gaming opportunities for players
☞ Approve new Rifts character submissions
☞ Maintain high quality across the site, and accurate rules and information

Rewards:
☞ Admins will be rated according to merit by all players twice a year.
☞ Rating will be done by players on the following schedule:
    January 1st
    July 1st
☞ Each is responsible for creating his rating poll on the above schedule.
☞ Players are responsible for rating the Admins within a week of the poll being posted, and posting notice that they have voted (in the same thread.)
☞ Ratings will be conducted via poll and averaged to the nearest whole number.
Admin Rating Reward Table
10-9: Irreplaceable Admin: You have earned 7 EP.
8-7: Excellent Admin: You have earned 6 EP.
6-5: Effective Admin: You have earned 5 EP.
4-3: Good Admin: You have earned 4 EP.
2-1: Lazy Admin: You have earned only 3 EP.

Dimension Masters

Duties:
☞ The DM controls the meta-narrative of his dimension/setting.
☞ GMs running groups within the setting controlled by the GM may only affect the meta-narrative of the setting with the approval of, and consultation with, the DM.
☞ The DM has all the same duties and rewards as a GM in addition to controlling and shaping the meta-narrative of his dimension.

Game Master (GM)

Duties:
☞ Maintain a GM post rate at a minimum of one adventure post per week.
☞ Have the IM contact info of each player in their group.
☞ Notify all players in the group via IM or PM of new GM posts, and other important updates.
☞ Maintain your adventure notes in the GM's Cabal. (Gist: If a random GM can't pick up and run the adventure from your notes, the notes are unsatisfactory.)
☞ Be available for IM chat at least one day a week.
☞ Coordinate with the AGM regarding expected adventure dates & time-frames.
☞ Consult with AGM regarding XP awards.
☞ Directly notify AGM via PM of any expected absences in addition to the Account Status Tracker.

Rewards:
☞ GMs will be rated according to merit by their players every quadrimester.
☞ Rating will be done by players on the following schedule:
    June 1st
    October 1st
    February 1st
☞ Each is responsible for creating his rating poll on the above schedule.
☞ Players are responsible for rating the GMs within a week of the poll being posted, and posting notice that they have voted (in the same thread.)
☞ Ratings will be conducted via poll and averaged to the nearest whole number.
☞ Players who do not vote will be removed from the average.

GM Rating Reward Table
10: You have earned 7 EP.
9: You have earned 6 EP.
8: You have earned 5 EP.
7: You have earned 4 EP.
4-6: You have earned only 2 EP, also, you're on probation.
1-3: Your position is now vacant; the group's AGM will post the availability of the group's GM position to the OOC Recruiting Thread.

Adventure Lengths:

Suggested adventure length is 9 months or less. GM's should plan accordingly.
There will be imposed no penalty for not meeting the suggested length, but players might judge their GM harshly for failing to meet expectations.
Epic adventures (those in excess of 9 months), must have unanimous player approval, and the GM's Cabal must be notified.
Primarily so we can beg, borrow, and steal ideas, :twisted: but also so that we can advise one another regarding potential pitfalls and the like.
Following each adventure abroad, the Assistant GM will run in-town adventures for the group for a 3-month period.
During this time, the GM will do what he needs to for the next adventure.

If you managed to earn yourself probation:
Your next rating must be above probation level, or you will lose your position.

If you did not receive 100% of player votes:
In the future, A/GMs need to anticipate players potentially being unavailable during the rating period, and notify players to vote regardless of status, or some other means of recording their vote. Plan ahead!
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Re: Multiple Accounts, and Organizational Structure

Postby Augur » Wed Jul 23, 2014 2:03 pm

Assistant Game Master (AGM)

Duties:
:arrow: Post-rate enforcement
☞ AGMs will notify players regarding their post-rate and any posts that need urgent reply.
:arrow: Moderation of Adventures/NPC activities in MercTown
☞ AGMs will moderate for their group's PCs while in MercTown, and run periodic adventures during the GM's planning phase.
:arrow: Moderation of Group Forum
☞ AGMs will moderate the group's catch-all thread, and police character equipment sheet accuracy.
:arrow: Awarding of XP
☞ AGMs will be responsible for assigning XP for their group's PCs.
    Experience Points will be tallied and awarded for all groups on the following dates:
      February 1st
      June 1st
      October 1st
    AGMs are responsible for awarding XP within 1 week of these dates.

Rewards:
☞ AGMs will be rated according to merit by their GM every quadrimester.
☞ Rating will be done by their GM on the following schedule:
    February 1st
    June 1st
    October 1st

AGM Rating Reward Table
Irreplaceable AGM: You have earned 5 EP.
Excellent Job: You have earned 4 EP.
Highly Effective: You have earned 3 EP.
Good: You have earned 2 EP.
Mediocre Performance: You have earned only 1 EP, also, you're on probation.
Poor Performance: Your position is now vacant; the group's GM will post the availability of the group's AGM position to the OOC Recruiting Thread.

Adventure Lengths:

Suggested adventure length is 6 months or less. A/GM's should plan accordingly.
There will be imposed no penalty for not meeting the suggested length, but players might judge their GM harshly for failing to meet expectations.
Epic adventures (those in excess of 9 months), must have unanimous player approval, and the GM's Cabal must be notified.
Primarily so we can beg, borrow, and steal ideas, :twisted: but also so that we can advise one another regarding potential pitfalls and the like.
Following each adventure abroad, the Assistant GM will run in-town adventures for the group for a 3-month period.
During this time, the GM will do what he needs to for the next adventure.

If you managed to earn yourself probation:
Your next rating must be above probation level, or you will lose your position.

If you did not receive 100% of player votes:
In the future, A/GMs need to anticipate players potentially being unavailable during the rating period, and notify players to vote regardless of status, or some other means of recording their vote. Plan ahead!
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Re: Multiple Accounts, and Organizational Structure

Postby Augur » Wed Jul 23, 2014 2:05 pm

OOC Chat Policy:

GMs and AGMs will:
Suggest that each player post at least once a week in the OOC chat.
Have the IM contact info of each player in their group.
Notify all players in the group via IM of new GM posts, and other important updates.
Update their GM notes in the GM's Cabal at a minimum of every 3 months.

Players will:
Have the IM contact info of each player in their group, and those of the GM and AGM.
Provide feedback to the GM and AGM in a timely manner (that's 48 hrs.) when called for.
Coordinate to the best of their ability with their fellow players in OOC chat or via IM (when possible), when the group Leader requests such.
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Re: Multiple Accounts, and Organizational Structure

Postby Augur » Wed Jul 23, 2014 2:05 pm

How XP is awarded:

Format: Post rate & quality (+skills) + rest of the stuff from the XP table + player awards.

Start at the beginning and skim over each post for a couple factors.
:arrow: Poor posts get 25 xp.
:arrow: Average posts get 50 xp.
:arrow: Good posts get 75 xp.
:arrow: Awesome posts get 100 xp.

How the quality of a post is determined:
:arrow: Dialogue: +25 xp
:arrow: Action & description: +25 xp
:arrow: Internal monologue: +25 xp
:arrow: Adherence to post requirements (Perception, JIC, basic grammar/readability): + 25 xp
:arrow: Is the post lengthy? Is the content compelling? Did it make me laugh?: + ?? xp

Show Stopper
:arrow: If the post depends on the initial actions of a player, that player is the "show stopper" of the week. If that player posts within 24 hours of the GM post, that player can get bonus XP or a skill modifier for an important task in that post.
:arrow: GMs are suggested to tag different show stoppers each week to help keep everyone on the ball.

Example:
Perception: Invalid dice code!
JIC: Invalid dice code! | Invalid dice code!%

At the disabled Behemoth, Beltin will help Sir Ronith however he can. Among the first orders of business when it comes to the equipment is that Beltin dons the Exotic EBA that has collected more dust than seen use since the young mind melter purchased it in MercTown. Guess it is time I take you out for a spin. I'm certain I will appreciate your environmental systems when I don't have to walk around with wet socks.

When it comes to the miscellaneous equipment, Beltin loads himself heavy with items necessary to survive in the wilderness. The young mind melter stuffs the various pockets on the EBA with MREs and meal bars. He suggests that rather than carry and lift some of the extra equipment (with the goal of transferring everything in the "Misc" category that was stored on the Behemoth), that they utilize the TW self-inflating rubber rafts (that are light MDC material) and use them as makeshift sleds to drag equipment along (preferably pulled by the hovercycle). During the trek, Beltin remains quiet and pensive. The fight between Demons and Devils will undoubtedly spread... We must be positioned well to respond. Being understaffed will limit our response capabilities.

Once at the small village, Beltin listens to Ronith's pep talk and nods. "Relatively speaking, we aren't far from the corrupted cave we were at prior to being whisked away to Asgard. So that means somewhere near the Earthly birthplace of the Norse pantheon."

Notation:
:arrow: The dice codes were actually valid, and the player used both required mechanics (JIC & Perception): +25 xp
:arrow: The post contains dialogue with another character: +25 xp
:arrow: The post contains descriptive narrative of the character's actions: + 25 xp
:arrow: The post contains internal monologue (the character's private thoughts): + 25 xp
:arrow: The post (and this is only part of it) is lengthy and shows consideration & effort: + 25-100 xp

You won't back flip your way to fourth level.
:arrow: Appropriate use of skills will result in an award of 25 xp regardless of success/failure.
:arrow: Judicious and timely use of skills will result in an award of 50 xp regardless of success/failure.

Rest of the Stuff from the Standard XP Table
:arrow: The "level of threat" is in direct proportion to the measure by which a character can protect himself.
:arrow: All the rest of the table is fairly self-explanatory but highly subjective.

Combat
Zero points for fighting that's just to show off, too proud to stand down, gets the rest of the group in trouble, or any stupid or selfish reasoning.
25-50 points for killing or subduing a minor menace.
75-100 points for killing or subduing a major menace.
150-400 points for killing or subduing a great menace. Additional experience points are likely.

Other Actions, Reasoning & Role-Playing
10-25 points for performing the right skill (successful or not), at the right time, for the right reason. For mid to high level characters (4th level and up), this might apply only to skills performed when they are absolutely critical or done under stressful conditions.
25-50 points for a clever, but futile idea.
25-50 points for using good judgment or one's power or skill well.
25-50 points for playing in character when it would have been easier not to.
25-100 points for a clever, useful/helpful idea or action.
50-100 points for avoiding unnecessary violence; self-restraint or talking, bluffing or intimidating oneself (and associates) out of trouble or danger.
50-100 points for a small act of self-sacrifice, or an act of kindness, mercy, or compassion.
50-100 points for insightful and helpful deductive reasoning or keen observation.
50-100 points for a successful daring or heroic action (whether it was clever or not).
75-150 points for playing in character/playing one's alignment when circumstance or powerful temptation begged otherwise.
100 points for a quick thinking idea or action that was helpful.
100-200 points for insight or deductive reasoning that plays a huge role in a critical plan or saving lives.
200 points for a critical plan or action that saves the character's own life and/or a few comrades.
400-1000 points for a critical plan or action that saves the entire group and/or many innocent people.
100-300 points for endangering the character's own life to help or save others.
500-700 points for a genuine life and death self-sacrifice in a situation where the character's heroism seemed likely (or almost certain) to cost him his life. Leaping in front of an energy blast meant for someone else to save that person, even though the blast is likely to kill the hero, or offering his/her own life to save the group or an innocent person (and the exchange truly seems to be a death sentence with no apparent chance for escape). Odds are that the character will really die!
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Re: Multiple Accounts, and Organizational Structure

Postby Augur » Wed Jul 23, 2014 2:30 pm

Group Size Limit:

4 characters minimum to a group, 8 maximum.

Groups that are presently over the limit of 8 player characters will not be forced to reduce their number of player characters. However, they will not be able to recruit new player characters until they are below the maximum, and will thenceforth not be able to exceed the maximum limit of 8 players.
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Re: Multiple Accounts, and Organizational Structure

Postby Augur » Wed Jul 23, 2014 2:30 pm

Field NPCs

Field NPCs are "extras" hired on by the PCs, directed by the PCs, and controlled by the GM.

Pilots, Gunners and Co-Pilots
Expert Pilot: 500,000 credits per adventure
Can pilot while the PC handles weapon systems.
Piloting Skill: 91% (any one piloting skill)
Piloting Skill: 71% (any 2nd piloting skill)
Read Sensory Equipment: 90%
Land Navigation: 88%
+30% to speed over rough terrain
+5 to Dodge (auto)

Professional Pilot: 250,000 credits per adventure
Can pilot while the PC handles weapon systems.
Piloting Skill: 81% (any one piloting skill)
Read Sensory Equipment: 70%
Land Navigation: 68%
+20% to speed over rough terrain
+3 to Dodge (auto)

Amateur Pilot: 100,000 credits per adventure
Can pilot while the PC handles weapon systems.
Piloting Skill: 61% (any one piloting skill)
Read Sensory Equipment: 50%
Land Navigation: 48%
+10% to speed over rough terrain
+1 to Dodge (auto)

--------------------------------------------------

Expert Gunner: 500,000 credits per adventure
Can operate the weapon systems while the PC pilots and engages in melee combat if desired.
Weapon Systems: 98%
Read Sensory Equipment: 90%
8 Attacks Per Melee
+5 to Strike

Professional Gunner: 250,000 credits per adventure
Can operate the weapon systems while the PC pilots and engages in melee combat if desired.
Weapon Systems: 85%
Read Sensory Equipment: 70%
6 Attacks Per Melee
+3 to Strike

Amateur Gunner: 100,000 credits per adventure
Can operate the weapon systems while the PC pilots and engages in melee combat if desired.
Weapon Systems: 65%
Read Sensory Equipment: 50%
4 Attacks Per Melee
+1 to Strike

--------------------------------------------------

Expert Co-Pilot: 500,000 credits per adventure
Assists the PC with piloting and gunnery operations as desired.
Piloting Skill: 91% (any one piloting skill)
Read Sensory Equipment: 80%
Weapon Systems: 75%
Land Navigation: 68%
3 attacks per melee with 2 different weapon systems

Professional Co-Pilot: 250,000 credits per adventure
Assists the PC with piloting and gunnery operations as desired.
Piloting Skill: 71% (any one piloting skill)
Read Sensory Equipment: 70%
Weapon Systems: 65%
Land Navigation: 48%
2 attacks per melee with 2 different weapon systems

Amateur Co-Pilot: 100,000 credits per adventure
Assists the PC with piloting and gunnery operations as desired.
Piloting Skill: 51% (any one piloting skill)
Read Sensory Equipment: 50%
Weapon Systems: 45%
Land Navigation: 28%
1 attack per melee with 2 different weapon systems

Support Personnel
Expert Provisioner: 100,000 credits per adventure
Cook: 85% (Chef)
Forage: 80% (Can damn near turn water into wine)
Barter: 75% (Could trade ice to Eskimos)

Professional Provisioner: 50,000 credits per adventure
Cook: 75% (Just like home cookin'!)
Forage: 70% (If it's organic it's likely edible)
Barter: 65% (Able to sniff out a good deal)

Amateur Provisioner: 25,000 credits per adventure
Cook: 65% (Short-Order Cook)
Forage: 60% (I'll find something!)
Barter: 55% (Knows his way around the market)

-----------------------------------------

Expert Field Mechanic: 300,000 credits per adventure
Engineer: 80% (part replacement & reconstruction--work out with Master At Arms)
Repair Armor: 90%
Repair Weapons: 70%
Repair Systems: 65%
Jury-Rig: 85%

Professional Field Mechanic: 200,000 credits per adventure
Engineer: 60% (part replacement & reconstruction--work out with Master At Arms)
Repair Armor: 70%
Repair Weapons: 50%
Repair Systems: 55%
Jury-Rig: 65%

Amateur Field Mechanic: 100,000 credits per adventure
Engineer: 40% (part replacement & reconstruction--work out with Master At Arms)
Repair Armor: 50%
Repair Weapons: 30%
Repair Systems: 45%
Jury-Rig: 45%

-------------------------------------------

Cyber-Doc: 250,000 credits per adventure
Save vs. Coma/Death Bonus: +30%
Cybernetic Surgery: 75%
Surgery: 85%
First Aid: 95%
Fight Disease: 65%

Body-Fixer: 175,000 credits per adventure
Save vs. Coma/Death Bonus: +20%
Cybernetic Surgery: 50%
Surgery: 65%
First Aid: 85%
Fight Disease: 35%

Medic: 100,000 credits per adventure
Save vs. Coma/Death Bonus: +10%
Cybernetic Surgery: 25%
Surgery: 45%
First Aid: 75%
Fight Disease: 05%

-------------------------------------------

Electronics Expert: 150,000 credits per adventure
Electronic Counter-Measures: 65%
Read Sensory Equipment: 98%
Repair Electronics: 85%
Radio Operations (all): 75%

Electronics Professional: 100,000 credits per adventure
Electronic Counter-Measures: 45%
Read Sensory Equipment: 85%
Repair Electronics: 70%
Radio Operations (all): 60%

Electronics Amateur: 50,000 credits per adventure
Electronic Counter-Measures: 25%
Read Sensory Equipment: 65%
Repair Electronics: 55%
Radio Operations (all): 40%
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Re: Organizational Roles & Responsibilities

Postby Augur » Mon Feb 08, 2016 6:41 am

Procedure for Handling a Flaked Game Master

In order to help keep player group cohesive and on track, Game Masters who do not communicate absences are subject to being replaced using the following procedure.

    1. After 2 weeks no response from GM (no OOC post, account status tracker posts, IM updates, etc.): A Temp GM (Tiree or other available GM at the request of Admin) jumps in to keep things moving.
    2. After a set period of time determined by the Temp GM and players, if the old GM doesn't come back or needs to step down. A recruitment starts.
    3. Temp GM either is recruited or a new GM comes into being
    4. If no GM jumps in, the group could be disbanded

It is in the best interest of the group for players to use this policy quickly so groups do not languish with no Game Master for an extended period of time.
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Re: Organizational Roles & Responsibilities

Postby Augur » Fri Aug 24, 2018 11:32 am

Dimensional EP

I'm going to do this, but I'm going to do it very simply.

Each DM will receive 3 EP per quad recorded on his personal ledger as a separate entry.

Player Name:
IM Contact(s):
GM/AGM/Mod Account(s):
Player Account(s):
Inactive Account(s):
Dimensional EP Balance: <------this entry
Currency Balance:

The DM will post marketplace transactions as normal (indicating the source of the EP to be spent) when he rewards some player in some way for helping to develop his dimension.

Examples:
  • Dark Lord uses his allotment to bribe his players to summarize recent events from their characters' perspective.
  • SNAFU uses his allotment to create an EP contest exclusive to his dimension.
  • Blackhaunt uses his allotment to bribe players to create a searchable database of villains which his group(s) have dealt with, and their current disposition and known or suspected whereabouts.

The Dimensional EP Balance can grow: whatever isn't spent in a quad gets carried over to the next quad.

Dimensional EP can NOT be spent by a DM on anything other than bribes/incentives/enticements (however you prefer to phrase it) to players in his dimension.

This policy will go into effect at the beginning of Quad 2, 2018.
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