![]() RESTRICTIONS WITH MODERATION INFORMATIONModeration information is restricted to prevent players using any OOC circumstance from gaining a bonus IC. Upon first starting to play Quest: GME the majority of players find this rule very limiting, but it is a necessary rule to prevent the game being ruined by a minority that do not role-play. Even if the party carried out actions for the Alliance the party cannot take any moderation information with them. This is an unfortunately necessary part of the rule to prevent countless parties constantly quitting Alliance's after carrying an action out as a way to distribute moderation information without using SAs.Both Independent parties and Alliance parties require a SA to pass on moderation information, see IC Deals section for more details.Long-term plans will allow information to be backdated so that Alliances as well as individual parties will have the information linked to them, but until this is implemented be aware that all moderation information cannot be transferred. Once this plan is implemented information is distributed IC via party turncard orders allowing information to be tracked, spies may be detected and repercussions generated all IC without the need for moderation. IC DEALSWhen an Alliance wants to pass on moderation information, they must involve the GM as a middleman. This allows for underhand IC actions, such as misinformation, to be kept in the game, adds a bit of paranoia, but, most importantly, allows the GM to know what is going on in the game, which is important in stopping resentment and accusations of cheating.If gold payment is required then the Alliance's should use the none-moderation game orders to pass it on; if an Alliance wants the GM to transfer the gold from their account to another Alliance it will cost a SA as normal.
Complicated schemes will still break down into the procedure listed here. It is possible that an Alliance/Party will be able to detect whether the information passed/exchanged/sold to them is incorrect. In addition, there are powers that can be used, by the Alliance/Party's choice, to detect whether misinformation has been given, or disguise the fact that it may have been. As with all powers there is a chance they may not work. If an Alliance/Party wants to use a power they must include the request in the details sent to the GM. Example: Simple transfer of information between Alliances with SAAlliance 1 Mystics of Avaellia (111) & Alliance 2 Freedom Brigade (103) The following message is sent to the GM:
The information would then be enclosed, which would then be checked to make sure it is correct and then passed onto the Mystics of Avaellia.
Example: Simple transfer of information between two groups with one group that has no access to SAAlliance 1 Mystics of Avaellia (111) & Mercs (1465) The following message is sent to the GM:
As Mercs are independent party it is highly unlikely that they will have a SA that would be required to pass on moderation information. As the Mystics of Avaellia (111) have access to SA they are required to use a SA to accept the information
The following is then sent by the player that runs the Mercs (1465)
The information provided by the Mercs (1465) has to be correct, as they do not have a SA that would be needed to pass on false information. It is possible that an independent party does have access to a SA, or may have been given incorrect information, so it would be a mistake to assume that the all information gained from an independent party is always correct.
Example: Simple transfer of information plus use of method to check informationAlliance 1 Mystics of Avaellia (111) & Alliance 2 Freedom Brigade (103)
The information would then be enclosed, which would then be checked to make sure it is correct and then passed onto the Mystics of Avaellia. The Mystics of Avaellia want to check that the information is correct so they send the following message to the GM:
In this example the information was correct, but a test is still made as the PS could fail or the PS could succeed beyond expectation, either extreme outcome could have a big effect on the outcome, however for this example the following outcome is given: Example: Simple transfer of information but the Alliance providing the information wants to lieAlliance 1 Mystics of Avaellia (111) & Alliance 2 Freedom Brigade (103) The following message is sent to the GM:
The misinformation and the correct information would both be enclosed, as a text file, making VERY sure to identify which was which! A test is made to see if the Mystics have any idea that the information is incorrect. The test was failed, so in this example the Mystics believe the information is correct. The following information will then appear on every party's turn in the Alliances:
Example: Transfer of information but Alliance B wants to use a SA to pay for the informationAlliance 1 Mystics of Avaellia (111) & Alliance 2 Freedom Brigade (103)
A message from one of the Mystics of Avaellia Alliance players to confirm the details should be sent, so the players need to sort this out before contacting the GM. The reason for doing this is that unscrupulous players could agree to a deal and then back out costing another Alliance a SA.
As the Mystics of Avaellia confirm that they are going to pay 50,000 gold and they currently have the required amount in the designated bank account then the following information will appear on every party's turn in the Alliances.
Whether the information is correct or incorrect the transfer of Gold and whatever payment was specified, will have gone ahead and any Special Actions used; there is no way round this. SPYINGSpying has to be kept in game. Since Alliances cannot act properly on moderation information without involving the GM, it is not possible to transfer information just between players. IC the Alliance members would have methods for finding spies, and the spies found would likely all be killed. Due to the nature of the game this is not possible, so an Alliance (A) that has a spy in another Alliance (B) has to inform the GM immediately. For each piece of moderation information the spy passes onto the Alliance it costs a Special Action. This simulates several things: the difficulty of being a spy, not getting caught and giving Alliance (B) a chance to uncover the spy. Failure to follow these rules will result in the entire Alliance being disciplined for cheating. HUNTING FOR A SPYAn Alliance can issue a SA to actively hunt for a spy in its midst, however as this SA would tip the spy off OOC the SA needs to have a cover story; so it costs a SA to carry out a search for a spy in the Alliance and the cover story the Alliance is given as to why a SA has been used is a FA. A cover story FA is only allowed on spy search SA. The cover story should make sense for it to work. It is best to avoid a cover story that involves anything that should result in a tangible item in the game, as a party can be scouted and the lie discovered. Another cover story to avoid is one that involves a major action for the Alliance, as the Alliance members will likely expect to see some juicy results on a subject. MODERATED GLOBAL PLOT INFORMATIONA piece of information may be tagged with an OOC message that says 'Global Plot'. If a piece of information does not have this tag, which is the vast majority, then the rules for Global Plot do not apply. The tag includes a code that needs to be included whenever making references to the information. Do not ask the GM if a piece of information should have a tag of Global Plot since the vast majority of information is not Global Plot it is highly unlikely a mistake will occur, and also if players could question information in this way then the game would be potentially unmanageable due to the time required of checking countless requests to double-check whether something is global plot or not. MODERATED GLOBAL PLOT INFORMATION & JOINT ACTIONSA Joint Action is in reference to a party working with a party that is not in the same Alliance as them, which includes independent parties or other Alliance parties. Parties from different Alliances and independent parties that have been authorised by the GM can participate in a Joint Actions, but each separate Alliance is required to spend a SA to join in; thus it is likely that an independent party can not participate in a Joint Action. GLOBAL PLOT AND ORGANISATION LIAISONSGlobal Plot information is slightly different than other information in that it is more likely that NPCs will find out the information, for this reason Alliance's should pass on Global Plot information to their liaison if it is not too old, but as mentioned above it can be assumed that information that is more than three months old will become known by the various Organisations.It is possible that a single independent party could uncover a piece of Global Plot but does not pass it on to anyone, this is unfortunate for the player who might want to hoard the information but the rule regarding the three month time peroid applies in all cases, even this case. |
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