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How And Why You Should Make A Modreq

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Rhia

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Hello players!

From time to time players may need help from a GM and thats great! Thats what we are here for! ...but about 40% of the time I notice a modreq that didn’t need to be made, the player could have resolved this on their own… Now I’m by no means saying “Don’t make modreqs” but this guide will help things go more smoothly for both the players and GM team! So here is a guide made hand in hand by a player (Aislin) and a GM (Rhia) about modreqs! Please feel free to ask questions and give feedback, this guide is a work in progress and will change with player/GM needs!


 

  1. Can I fix this on my own?

 

In any scenario where you find yourself thinking “I need a GM”, there are several processes you should have taken before this point. First off, a player should ask themselves if the issue can be resolved on their own. For instance, if a player finds evidence of landscarring or float leaves in an unregioned area, rather than making a modreq the player could fill in the landscarring or take down the leaves themselves. As an ex-GM, I can say that probably 20% of modreqs can be solved by the player alone.

 

The next step is to see if other players can help you. The help chat ingame (to join, type /join h and if you wish to speak in the chat use /h before typing your question) is extremely useful and always has players helping out. Many modreqs end up being questions that could easily have been answered in help chat. If you need permissions to a region, you can always contact the region owner (a player) for permission. This will be touched upon further by Rhia, but you can use /rg info [region name] to find the owners of the region.

 

  1. Should this be solved in roleplay?

 

Another question to ask yourself is if this is a roleplay issue or an out of character (OOC) issue. It is, sadly, rather commonplace for players to take roleplay matters into OOC, such as border disputes between a nation. Many issues can be solved in roleplay, even with the assistance of a GM, so be sure to try and roleplay any problems you may be experiencing. Furthermore, it’s always fun to try and take OOC matters (such as regioning) into roleplay. For example, whenever a GM shows up in the land of the Orcs we tend to shout “Mojo!” and try and kill the GM. Magic is a pretty good way to explain OOC things such as regioning or flying GMs.

 

  1. Horses

 

You should only ever make a modreq if your horse has been stolen, or killed with our your permission by another player. If you horse wanders into the water and dies then tough luck! You should be a better horse owner… Leads are available for free so there is no reason to leave your horse wandering around!

 

You should also only make a modreq about horses if you would like to name your horse, need to buy a saddle, or have set up a stable and wish to breed.

 

Do not make a modreq if you want to buy a horse, sort it out in rp. GM stables will rarely sell horses from now on… find a player run stable!

 

 

 

 

  1. Lockpicking and Stealing

 

With locked chests (/lwc) being quite prevalent, and thieves always being greedy thieves, lockpicking has found its way into many villains’ roleplay. If you wish to steal from a locked chest, first make sure that you have a VA for lockpicking and theft. Do you? Good. Next step is to make a /modreq saying something along the lines of “I wish to steal from a locked chest” or even something as simple as “Lockpicking”. I generally recommend to have make the modreq before you approach the locked chest, because if you’re standing inside a castle next to a chest full of diamonds, waiting for a modreq, you are probably going to get caught.

 

Once a GM arrives, you will be given the chance to use /roll 20 to attempt to pick the lock (with sufficient roleplay, of course). To pick a lock, you must roll 15 or higher out of 20. To break a lock, you must roll 17 or higher out of 20. A GM will then look through the chest and throw a handful of items to you, not the whole chest. If you have any confusion, the GM will happily guide you through the process.

 

Sidenote: It is encouraged to lockpick from a chest when the owner is online. This allows for the greater chance of getting caught in roleplay.

 

  1. Regions

 

This is the area where is see the most of unneeded modreqs. Here are some simple guidelines to follow if you need a region made, fixed whatevs.

  • Is the parent region owner online and can give the okay for the region to be made? A vague screenshot, kinda giving you permission is not enough. Have the owner PM a gm in game, on the forums or in skype detailing what region is to be made and by WHO (most likely you!)

  • Will your region overlap 2 regions that are owned by different people? If so you will need BOTH region owners permission.

  • If you need to be added as a member to a region you need the owners permission as well, a gm can add you but the region owner can as well and that is the preferred method. The command to add someone to your region is /rg addmember [RGname] [Mcname(s)]

 

 

  1. How do I make a modreq?

 

After you have asked the questions above and still need assistance type /modreq [short but detailed sentence about what you need] (IE Regioning, lockpicking) Do not just put “I need help” or “Need a GM for a sec”

 

If you no longer need a modreq completed type /done [modreq number] and it will close your modreq! If you wish to see the status of your modreq, do /check [modreq number]. Check will also tell you your open modreq numbers!


Please never make more than one modreq for the same thing, Just be patient. Duplicate modreqs will just be closed and only your first one will remain open until a GM can get to it.

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Lockpicking can also be done without a gm. I had flays break into my clinic and roll to get into the chest. I personally was unable to get help rply so I oocly unlocked the chest and watched as they took a few items. I think that sometimes, if the situation is there, you can save gms and rpers time. Also, I did check their VAs.

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All we need now is a Modreq Making Application (MMA) and a Modreq Making Application Team (MMAT).

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So if I make a Modrequest just to say hi.. It's not okay :(

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Just a quick note about checking who owns the regions, you can also use /rg info without a region name and it will bring up details about what region you are in. If there is more than one region, it will show the names for each one you are standing in.

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From my experience as a guide here are what people mostly modreq about:

 

-Lockpicking

-Region updates

-Removal of locks

-Item naming

-Checking logs

 

Lockpicking and Region updates has been talked about in the guide, they aren't very complicated to do, but take a long time. Lockpicking needs the GM to roleplay as the chest, perhaps even as a guard/salesman/etc, and regions while having somewhat difficult tasks as well (like the creation of complicated ones), most would be simple extending, small adding, removal, adding of owners, and so on. I believe the removal of locks and item naming should be added to the guide, as those are made quite a lot as well. When you can ask for item naming, when it's too much, how much roleplay is needed, and when you can have locks removed. Then of course... there are the logs checking, someone griefted, stole too much, stripmined, broke locks, entered a farm and killed all the animals, and so on. This last one is probably the most tasking for a GM as they need to find ways to know what happened, document it, then find more different ways to be sure of it, sometimes contact the player that made the bad things, then most of the time fix it. Perhaps an addition to the guide would help.

 

Also perhaps a bit about pugsying, and what happens to the players after they have been no rp killed, or glitch died (for the items mostly, the players always ask for them in modreqs. They should know what they need to have to receive the items and what stops a GM from giving it to them.)

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So if I make a Modrequest just to say hi.. It's not okay :(

Do you make a call to the police just to say hi? :P

Anyway, this is a fairly good guide IMO. I hope it will prevent unnecessary modreqs from being made and to save the GM sweat for important modreqs.

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  • If

    you need to be added as a member to a region you need the owners

    permission as well, a gm can add you but the region owner can as well

    and that is the preferred method. The command to add someone to your

    region is /rg addmember [RGname] [Mcname(s)]

 

 

I've always disliked this rule.  Take the Druids as an example.  If we want to do some nature RP or make somewhere pretty/plant a few trees,why should we have to get in touch with the region owner?  So they can make an excuse as to why we can't do what is well within our RP power to do?  Digressing here, but this is why I dislike regions entirely :x

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