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cerea2:players:dm_quests

How to act on DM quests

Questing guidelines

The DM-run quests require a bit of discipline to run smoothly:

1) When an NPC shouts something or walks up to you and talks, or monsters come to a location that they should not be in, like to the middle of a city - it is probably a DM quest. If the quest is not started by a DM shout, then the PC approached by NPCs should do the start of quest shout.

2) If you cannot tell the NPC's location despite hearing him or her shout, ask other players but assume that you are a follower and let others take the lead in the discussions. Go to NPC. Responding to the NPC shouts via shouting back will be ignored.

3) Once at the quest location, assemble a quest party and decide on the leader, unless predesignated by facts. (Like a NPC seeking out a specific PC)

4) Listen to what the NPCs have to say, and pay attention to the players who have a “clue”. Many of the quests run are somehow linked to either an earlier storyline or a specific character's fate. If you are still clueless at the end of a discussion, ask questions of other players after the NPC has finished talking, as NPCs (DMs) get confused by too many different discussions going on at the same time.

5) While questing, refrain from OOC (out-of-charater) talk at all points. Everything can be said IC (in character) if you think about it a little.

6) React IC to the events.

7) While talking to a NPC with the group, do not trigger NPC dialogues! Try to avoid any OOC comments, and stick to the story. Try to not cast any extra spells or use extra items, as some NPCs may take exception to magic going off around them. All kinds of spamming make following the story harder for other people.

8) When moving, do not run away from the group. Stay with the others, wait for slower people at transition points and let the leaders set the pace. This is because the DM can only be at one place at a time and thus it is impossible to properly position encounters ahead of the party.

9) If you find unusual items, announce your discovery to the group. Do not run in and grab everything! (This is called ninja-looting in gaming terms.) Furthermore, if you are holding a quest item and have to leave, make sure to give it to someone else before departing.

10) Most quests include some combat, but expect much more than the ordinary. You will face near-impossible odds or tougher-than-usual monsters, so come prepared to both heal and retreat. as need be.

11) Respawning on quests is forbidden! Other “cheats” like exploits of monster AI bugs are also forbidden.

12) People who ignore these guidelines should be warned (IC or in tells), and if they do not stop they should be kicked form the quest party.

13) Some quests are limited in some way, as extremely large quest parties may not work well. Restrictions can be in the form of levels, number of participants or other criteria. Only party leaders should invite people to the party. Players who have been kicked for a reason should not be welcomed back.

14) If you use invisibily or similar to bypass things, be prepared to fight both the leader and many of the bypassed creatures at the same time when you are detected. It is often advisable to enquire from the DM the appropriateness of trying to use invisibility.


Repeating the important things:
- Stay together!
- Talk in character!
- Do NOT spam discussions!
- Listen!

Any positive participation is always welcome. A scheduled quest may run three or four hours long so plan your day around the event so you do not have to leave the party early.

The DMs and most players have enjoyed those quests where things have gone as stated above - a lot more than the disorganised ones' where everything falls apart because of idiotic behaviour, a lot of unnecessary running around, et cetera.

cerea2/players/dm_quests.txt · Last modified: 2015/05/03 12:29 by 127.0.0.1