Moderation Advice
It is not the intention of this section of the rules to lecture a player about politics, nor to overwhelm anyone with a plethora of facts. The problem often encountered is that we all have slightly different understandings of things; the purpose of this section is to help show what ideas Quest GME was built around.
As parties and Alliances gain more information about the world and its current events, things that may have seemed pointless or trivial, can suddenly be useful, it is recommended that the Alliance keep a history of information. See the sample form at the end of the rulebook.
Whilst it is often important that conclusions can be made based on information a party or Alliance has it is advised that you should be willing to re-evaluate any results that are made at a later date. For this reason keeping information readily available and using tools like a database or flow chart could prove to be a great benefit.
It is recommended that players do not pay much attention to non-moderation rumours of events in the game. Some players are quite adept at making other players paranoid. Rumours that are given out with your turn results via the GM are different.
NPC statements are IC, it is recommended that players reread moderation messages that they receive keeping in mind details such as what alignment the individual likely is, it is also likely that things are happening in the NPCs life that has caused them to be either very friendly or hostile. Remember also that IC statements are just that, IC. For instance an IC verbal attack on a character is not an OOC verbal attack on the player.
The system of Only one Action per Special or Free Action is designed to cover every eventuality, but it is an abstract rule system and thus it is possible to misinterpret it. If you think you have an exception to the rule, that something you want to do is even more special then please keep in mind that the rules do not have any exceptions. Another way of thinking about this is if you have a cunning plan that the rules annoyingly get in the way of doing cheaply do not try it, as every eventuality is covered by this system. If the rules could be different they would be, so do not debate about how things work.
Alliances should try to avoid using their Organisation Liaisons to think for them or carry out actions for them; it often costs the Alliance status asking the liaison for things.
When thinking about a plan or question keep in mind that if it is so cheap / effective / the-be-and-all or similar to do something, then everyone would have done, or be doing, it.
When working out a scheme of actions try to avoid becoming caught up in the complexity of your scheme, every scheme can be broken down into simple sections that the rules obviously cover.
Please do not ask the GM for special leeway, as refusal often offends and the rules have to be the same for everyone.
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