Greetings adventurer, mercenary, merchant, traveller, or whatever you may be! If you’re reading this then you must be interested or already apart of the Saphriel community, and I’d like to welcome and thank you for being here. In this short guide we’re going to provide some tips and note a few things that will help you new players better situate yourself with the server.
Some begining notes
First we’ll start with a simple explanation of the balance in interaction with other players and the world. We are an RP default server, meaning unless all parties agree or an admin asks you to do so, there is no rolling! So, always be aware of your own limitations and power when fighting or doing any degree of advanced or difficult actions in the game. Remember to communicate as well, you can’t always know how you may pair up against another character if you find yourself fighting them in roleplay. If you come to an impasse contact staff to help regulate the fight or simply discuss the issue and resume RP if possible. Always be sure to roleplay fairly, and never powergame. Things may not always go your way, but that’s fine, don’t get upset or let it get you down. At the end of the day it’s just a character and a game, just look at failures as new roleplay opportunities.
Next we’ll cover skills and character progression. Aside from minor background skills such as smithing or medical experience all new characters will start at the same level for the sake of fairness. That means one cannot start as a master swordsman or mage. It also means no jacks of all trades. That being one who is skilled in an outrageous amount fields. An example would be a single new players being a smith, wood worker, farmer, carpenter, fighter, lumberjacking, and tailor. This simply is not fair and can ruin the economy in the game. If this was an RPG, you could consider a new player level 1 with some minor starting skills of their choice based on backstory.
When it comes to skill progression, things do not happen overnight. A few sparring sessions with an older character and some solo training won’t see you to being a master swordsman. Things take time, many players have been training and working with their characters for OOC months to get where they are now. Think about it on a realistic level, you couldn't take two weeks of karate and expect to beat Bruce Lee.
The time Scale
The time scale here is pretty simple, each OOC day is one IC week, and each OOC week is one IC month, and three OOC months is one IC year
So you’re finally here, where do you start?
Welcome to the server, once you first get in you’ll notice that you’re in a spawn room that contains a basic info board, marking the most common commands, please be sure to read over that to learn how to do things such as send and write letters and ask admins for help. You’ll also see a rules board noting many of our key rules, always be sure to look over the rules on the website not just the board in game. There will also be a staff board, this marks all current server staff members. Be sure to look at this to know who can help you. Finally there will be a News board detailing key recent going ons with the server.
Next, there are warp signs to various areas of the server. The two main ones are Falkvard and Barkamsted. The two main cities and RP hubs. Falkvard is the current capital city where the king’s castle is located. The current ruler is a half-elf known as Glaedwin Arrynlocke, played by Rajaat/Scree1. Falkvard is home to the realm’s arena, playhouse/bards guild, merchant guild, and the largest hospital in the realm. Barkamsted has the largest and busiest tavern in the realm, the Drunken Ferret. It is home to most of the realms farms, and also serves as the area where most of the current nobles live. Barkamsted houses the guild headquarters for the Hunters and Explorers.
Once in the IC world there are fast travel points such as carts and boats that can take you to certain common areas such as various guild headquarters and both major cities. Once you’ve chosen where you’d like to go, you should take note of your starting items. You should have a set of basic tools as well as supplies. Your weapons will include a very rough and simple bow with arrows, and an old rusty longsword. Based on your character there are a number of places you can go for new and better gear. A good place to start would be one of the stores in Barkarmsted when they open. The most commonly visited are the General store and the Odd Bobble. Camping gear, furniture, and other things can be purchased, all created and provided by actual players from carpenters to smiths. Another good place to start is the Drunken Ferret, also found in Barkamsted. There you can likely find help from other players to figure out where you can get whatever you may be looking for, anything from a home to better weapons.
If you’re in need of work, there are job and notice boards in both cities. They include advertisements from players, guilds, businesses, and the cities. You can also discuss with other players for information on jobs that can be provided by various people. Other forms of money can come from adventuring or bounty hunting, but both can be very dangerous and could lead to a quick death if one is not prepared or goes out alone. Bounty boards can be found outside the guard barracks of both major cities. In fact there are some places that are common knowledge to avoid if one values their life. The ancient elven forest, also known as Manadh Calad, and the even more dangerous bleak lands, to the very far north east of the realm, in the jagged mountains and surrounding area.
Though now it’s up to you to find your own way, there is a lot to discover and learn so be sure to explore and interact with other players to learn as much as you can. Play fairly, be nice, follow the rules, and you’ll have a good time here. Good Luck.
How staff handle Death, Encounters, and Risk
A message from Admin Rajaat to moderators asking how to handle encounters with players in a life or death situation. So people can fully understand how we treat all situations, and the risk that comes with serious RP.
When it comes to such scenarios, the consent is given when they enter terra incognita. They grant permission to maim or kill their characters when they persist in an action that would in fact maim or kill their character, and they do so by entering a server which says 'use common sense, and roleplay accordingly.'
The goal is fun. But not just the fun of individuals, the fun of the community entire. How do we determine such, many over a few, few over many? By risk. D&D, tabletop, they show that risk is a factor at the outset with rolls and stats. Most importantly with HP, a clear sign of 'you might die.'
The staff is generally harsh due to my training. I teach them fairly early on that we spare where we can, but we drop the blade where we must. If someone does something especially silly, we give them some chances, some small hints that it might be vastly dangerous. If they do not heed it they die. And this is not at the expense of their fun, but the confirmation of the enjoyment of others because they know they are validated in staying safe in the cities. They realize who are risk takers and who are not.
It makes the world a living, breathing thing. Those who do well, thrive. If they are clever in their encounters they may even surprise the gm and win through when they do not retreat.
In short, consent is already there when you are staff. Roll for yourself when you are not comfortable, it is what I do. Normally I can gauge it in my head based on descriptions, but at times I do an in server roll or a roll on my desk with a die. You've seen me do this for you in fact, a roll where I say 'this is for me, disregard.'
That sometimes factors for them without making it feel forced.
But ultimately, you must gauge it. If they really want rolls, factor in modifiers. But most times it will not be a thing.
Also, the best way is to not think of injury on the same level as death at all. I've done this for a few decades and at some point you learn a trick called 'resourcing.'
Resourcing is how one determines the gravity of an encounter. Every part of a person is a resource, character and player both. Mostly it focuses on the character: items are considered resources, expenditure of funds via materials that need replacement. Bombs, so forth. 1/day or 1/month powers are also resources, because it means they cannot use it for the rest of a certain bracket of time, thus another encounter can mean ill for them or a player can ambush them.
But, also, vitality is a resource. It is the most precious and final resource to engage depending on what they do. An injury is a cost, a limb is a huge cost and indicative of a massively dangerous encounter, and death is the greatest price of all.
A player resource, rather than a character, is fun. You must gauge their enjoyment, try to find ways to engage them and keep them interested without letting them push you around or guilt you. You are, in those situations, the law. But the ultimate goal is to let them have a blast. Sometimes this means if you know flat out they are going to die to transfer 'death' to 'deal.' Some creatures like fae will offer a lesser agony than 'end.' Which gives the option to truimph after what seems like failure.
My philosophy is 'harsh difficulty, wondrous truimph.' A world that is rough, that is out for blood, that will nickle people down but when they beat the odds they truly feel amazing for it. The sense of accomplishment is the reward. If they get hurt badly but beat the enemy, they feel amazing. And it's fine to settle on lesser helpops to train up. You're just starting, this is new, and it can be intimidating. Especially first character deaths hit hard. You wonder if you chased them away. But in truth, maturity determines that, and one should not balk at character death. If someone starts pleading out of character, you pull the trigger faster not to be cruel, but to be consistent. For sparing opens the gate for those who fell in the past to say 'why did they get the free pass and I didn't?'