The whole difference between construction and creation is exactly this: that a thing constructed can only be loved after it is constructed;
but a thing created is loved before it exists.
To ensure game quality several qualifications and restrictions are put into place as to who can run a game here.
To qualify for acceptance as a GM for Eternity's End, you must firstly have a great attitude and the ability to disagree with others in a civil manner. No exceptions can be made here. This is a community project and that means working in a team is a fundamental skill even though much of the time you will be operating on your own once you are cleared to run a game.
You must also have a posting rate of 2 or more per day, exceptions may be made in rare circumstances by the head GM.
This game uses the SRD, OGL, 3pp and the House Rules only for the purposes of character creation and gaming rules. That applies to GMs as well as players, but feel free to refluff anything you wish. We advise against using homebrew content if you are new to GMing, but so long as you're following the RAW and House Rules, and feel confident about your ability to determine a balanced solution of CR and power level VS reward within the framework of Eternity's End, it's allowed.
GMs that flake will be removed from the game. For this game, unannounced absences of 2 weeks count as flaking. Should a GM that flaked wish to return at a later date, a new posting history of three months with an IC thread since the loss of GM status will have to be established first elsewhere on the net.
In the event a GM does flake, an affected PC (party leader preferred) needs to utilize Room 0 to contact the Head GM to report it. All affected PCs will then be magically teleported back to the Inn and given a consolation reward. While the reward doesn't seem to make in game sense, it does keep the players happy and show them we appreciate them sticking around even when things are tough, as such the outer deities smile upon their continued spirit of adventure.
It is a GM's responsibility to alter character threads for the players in their adventures when necessary. Each time XP/EM are earned or equipment is changed, there should be a corresponding post in the player's private thread. This is not only for adventures but for various other potential rewards. Good book keeping helps us ensure the game remains fair and balanced within the scope of the rules.
Only the Head GM may approve or make changes to the static Eternity's End setting. Doing so requires an announcement to all GMs a week in advance and that all appropriate amendments in the wiki and game threads are made.
GMs must first run Cookie's Fortune or submit an outline of their first intended adventure (or the actual adventure) to the Head GM to be accepted as a GM before running their first game to ensure product quality. Eternity's End runs 1 shot adventures and has a unique xp system as defined in the house rules. a series of consecutive adventures with one GM and partyAdventure Paths are allowed but the GM must first run 2 full adventures at EE additional information about adventure paths will be discussed later in this guidebefore qualifying.
Application to be a GM can be done through use of Room 0, a process described later. Once you are accepted there will be a list of items you will be asked to complete before running, this list is provided up front so you can prepare to complete the checklist in minimal time.
Aside from all of that, there are three paths to becoming a GM at Eternity's End.
Apprentices will be added to the GM roster and be able to view all of the things GMs do in their games and learn what they know and how they do things. They will be allowed to ask lots of questions in the GM suite, access the private GM resources and get help prepping their first adventure. An apprentice with a ready adventure must then petition the Head GM via Room 0 and have their sign off completed before being allowed to run, the Head GM will decide if and when the apprentice is ready to run through a subjective battery of tests.
Last edited by Quori; Feb 8th, 2013 at 03:03 AM.
Reason: Updated EE Links
We value the effort and commitment of our GMs at Eternity's End and as such they receive special XP rewards as incentive to run games and otherwise contribute to the game at large.
Each GM is awarded bonus incentives through their private GM Suite Thread.
GMs also qualify for all player incentives as normal, but these awards are given to the specific GMPC and the responsibilities of being a GM must be met first in order to qualify for PC bonuses. This includes posting in your games at the rate you have set and any additional duties you may have volunteered for.
Reward List
All GMXP rewards are claimed at the GM Altar in the GM Suites. GMXP applied to a character is pro-rated as if it were adventure XP, being modified as described in the players manual for adventure XP starting at level 12.
Run a game: Receive half the XP you give to the party. Do not calculate for level, for example if you run a level 12 adventure do not cut the XP in half, instead cut the XP in half only if your character is level 12 when applying the XP. This bonus is not elligable if a GM takes an absence (even a planned one) for two weeks or more through the running of the adventure.
Staff Position:Staff Positions are worth GMXP as indicated in the Staff Thread.
Run a Pub NPC: ...and qualify for standard attendance bonuses provided you have all other requirements met; +1/week, +2 if a full month is completed.
All bonuses applied to a character require a story teller article of at least 500 words to explain why the character has advanced, 1000 if they gained a full level or more, and this is not subject to receiving a Story Teller bonus for the character.
Game Rescue: Any GM that fills in for another GM for a period of no less than 2 weeks or salvages a game that was otherwise dropped by a GM is awarded full standard xp (half awarded to PCs) for running the adventure as well as a Hero Point that is not subject to the maximum 3 per character, but rather, 3/GM in addition to those used by any particular GMPC. These bonuses are applied upon successful completion of the adventure.
Last edited by Quori; Feb 8th, 2013 at 03:03 AM.
Reason: Updated EE Links
Designing Encounters at Eternity's End is slightly different due to the power creep of Factions. Adventures level 1-5 have no adjustment. Adventures level 6-11 have a +1 to CR. Adventures level 12-17 have a +2 to CR. Adventures level 18+ have a +3 to CR.
Use the following table to determine CR XP budgets when designing encounters instead of the one provided at D20PFSRD.
Difficulty
Challenge Rating Equals…
Easy
APL –1
Average
APL
Challenging
APL +1
Hard
APL +2
Never Use Malfaen as part of an Epic Encounter without requesting permision from the head GM after submitting an adventure for review.Epic
APL +3
Adventure Level 1-5
+0
Adventure Level 6-11
+1
Adventure Level 12-17
+2
Adventure Level 18+
+3
Every GM must:
Participate in GM Board Discussions as they are reasonably able.
Vote on all voting threads (if they qualify) created by the Head GM as quickly as possible, but no later than 1 week after initial posting.
Give rewards of Eternity Motes and XP in accordance with the game rules.
Only start an adventure if you intend to finish it.
Notify your group in an OOC manner if you expect to be unable to meet your own posting requirement.
Do not add on your own special mechanics (as applying to the players OR NPCs) for any given adventure without appropriately adjusting EL and/or CR appropriately. Something that works universally to adjust the game for both PCs and antagonists does not adjust CR. Mechanics that favor the PCs decrease CR while mechanics that favor the Antagonists increase CR. If you aren't positive about this, ask for help or don't do it.
Lock and Archive threads promptly as they are no longer needed.
Start each adventure by offering the Players the opportunity to buy from the Basic and Advanced Item Malls.
Reward Level Characters only at the end of an adventure. Offer opportunities to use the Item Mall or Enchanter.
Roll publicly for Advanced Item Mall purchases.
Maintain character sheets with needed updates for all PCs in their current adventure(s).
Remember that players make dumb mistakes just like anyone else.
Remember that you will make mistakes too and that is also OK as long as we all work together to fix it. If in doubt, ask for help.
Report any instances of definite cheating to the Head GM upon discovery.
Do not use your own PCs in your adventures, or give XP or EM to NPCs. Similarly, do not mingle your Pub NPCs and your personal PCs any more than absolutely necessary, seek to find excuses as to why they should not talk to each other (being across the room from each other, your Pub NPC decides to talk to someone else, etc.). This is not to say they can NEVER interact, but they shouldn't, and if they do, this must never lead to any sort of in game exploit of any kind.
Do not delete or edit others' comments, IC posts, etc. without explicit permission. Exceptions are for correcting grammar/spelling, and obscenities the word filter doesn't catch. Players using obscenities in an explicit rather than implicit fashion should politely be reminded of site PG 13 policy.
Manage your adventure board in the following fashion: Each Live Adventure when done with recruiting will be given its own sub board named after the room number used in the recruiting thread and the recruiting thread will be locked and archived when all players have been notified of being selected. The IC thread must be private. GMs will then move the character threads to the sub board for easier access for both Players and the GM. Upon game completion, all character threads will be sent back to the character boards and all other threads locked and the folder is sent to the [[adventure archives]].
GMs must always behave appropriately, even when players do not. Malicious rudeness from a GM is grounds for permanent dismissal from the game. GMs must also ensure site-wide rules are always followed, to include the PG-13 policies.
Have fun.
Last edited by Quori; Feb 8th, 2013 at 03:04 AM.
Reason: Updated EE Links
Policies for GMs are not hard rules, they are recommendations to help deal with the scope of this project.
Good Housekeeping
Keep things organized. Put threads in the proper places and clean up messes you see even if you did not make them. Similarly, please do not post in threads that are locked and pinned. To add something to these please post a discussion thread in the DM Suite.
It is suggested DMs limit each game board thread to:
An IC thread for the adventure.
An OOC thread for substantial OOC chatter and messaging.
A public notes thread, used for keeping track of spells per day, HP and similar often changed information. (optional)
A private DM notes thread. (optional)
The private character sheet threads for involved players.
First Come First Serve
While a party might have certain restrictions or requirements for a particular kind of adventure you wish to run (you may even center an adventure on one character if you choose but must announce this in the advert), the goal is generally to accept everyone and keep the games moving. If you need a cleric, that's fine. If you need a party of elves only and they must each be level 4, a ranger, a druid, a paladin, and a sorcerer that are also your best buddies and the same party from your last 3 adventures then we are defeating much of the core purpose of the game design. Make it a point to see some party variances and if you are having trouble with that, try running non-consecutive leveled adventures.
Level Spread
Always strive for zero level variance between players for an adventure. Under level 10, all PCs must be the same level to adventure together and proceeding otherwise requires explicit permission from the Head GM for each adventure. The better solution is to have players run solo adventures to catch up to other characters.
Once level 10 is achieved a spread of +1 OR -1 level is acceptable, though not both without the Head GM's explicit permission for each adventure. The better solution is to have players run solo adventures to catch up to other characters or to use a legal NPC (non-evil, level appropriate) from the NPC database.
Treasure
Because characters cannot keep custom items and are limited to 1/2 their WBL for keeping magic items, you are free to hand out whatever you wish within an adventure. When you do give out items that characters will not be able to keep after the adventure, make sure they know that. The name of the item on their character sheet should be followed by <c> or <custom> to make removing these items at the end easier.
Play Group Size
Our target for adventure group size is 3-5. Solo and duet adventures should be run only on an as-needed basis for characters without others to play with at their level. Larger groups are not recommended, but are allowed to veterans GMs of Eternity's Inn (having run to completion three or more successful adventures as a GM).
Problem Players
If you identify that you are having a problem with a particular player in your game, inform the Head GM in the GM Suite. Do not engage the player further if you've determined you're having a serious problem you cannot easily rectify. The Head GM will inform you how to proceed, possibly giving the duty to one of the founders depending on their current workload and availability.
Attendance
Penalties for players for not meeting the posting requirements are subject GM discretion, however, The Eternity's End staff recommends the following policy:
The first time it happens without notice, wait only as long as the adventure's post rate before you NPC the character. You are free to do that in whatever fashion you prefer. Keep track of how many times it happens and send the player a PM when you do so. We suggest giving them four chances until you move on to:
The final time it happens, take over the character and remove them from the party at your earliest convenience, whether this is death or simple separation from the group. The character is considered dead no matter how you separate them, and they receive no XP or EM reward for the adventure.
In the event you are given notice of an absence, make every effort to NPC the character according to what you would expect are the player's wishes.
Hero Points
Game balance relies upon some consistancy between GMs. While you can use your discretion about Temporary Hero Points, be aware that awarding too many can make your adventure too easy and this will end up effecting how XP is given to the PC; so it's important to remember the following: If you honest to goodness believe a PC deserves a hero point, then give it to them... if you're borderline or not sure, err on the side of being conservative.
Voting
When a new policy oriented topic comes up, it is given a thread. That thread is to remain in discussion for a minimum of 72 hours before going to poll (unless a direct consensus is formed before then). The purpose of this thread is to allow all those who have an opinion on the subject at hand to express it, and for questions to be asked and answered. All GMs are expected to participate in policy discussions as they are able.
If the discussion is not satisfactorily resolved, it will be put to poll by the Head GM (or by member request to the Head GM) to ensure that the poll is not edited by anyone. All arguments and points of view will be summarized and the poll will appear in this sub board for voting. Discussion is still allowed and encouraged in polls, particularly the kind that is solution oriented.
All GMs (not apprentices) are on the board and are expected to check in for voting threads at least once per week if they are reasonably able to.
You may change your vote to move towards a consensus (i.e., pick your second favorite viable option just to help move towards a solution) or if a new voting option appears. 65% votes in one direction decides a clear consensus and the poll can be closed. If the item is crucial and the result is a tie, then the Head GM vote is the tie breaker.
This method ensures that everyone will have a chance to be heard, however, not everyone will have a chance to get their way. The fact of the matter is we must subscribe to consensus to make this project work, even if that means certain things each of us would rather not do coming into effect. Remember, you can always run your own custom games, but here we must all operate in unison, for better or worse.
Some operating guidelines for voting:
No ad hominems. Attack the argument, not the person.
Keep things simple. Easy solutions are the best ones. Overcomplicating things hurts the project.
Less paperwork is better. We can always do more work, but do we want to if we don't have to? No, of course not.
FUN. In game drama is good, OOC drama is bad.
Participate. If you abstain, you forfeit your voice, so participate in the discussions as you are able.
Pub NPCs and GMPCs
Pub NPCs
GMs and Player Tier 3 Members may all have 1 Pub NPC. T3 are not required to create such a character and if they do, are not required to use them except for when they wish. GMs must create a pub NPC and are encouraged to use them when they are able.
A pub NPC may only interact in the tavern or in a guildhall and is subject to only being in one place at a time as per normal rules.
Pub NPCs are designed for pure RP purposes, never gain experience and never count for posting requirements of any kind. They are for enhanced RP fun only, as well as to make the taproom a more lively place.
Your pub NPC may not mingle with your active character unless absolutely necessary and this should be kept to a minimum and must never result in any sort of in game exploit.
Your pub NPC may have any sort of background, be of any level and have any kind of quirks you like but is still subject to all normal EE Commandments.
GMPCs
Game Master Player Characters are not allowed to participate in an adventure of the GM that is running it. If you are short a player and absolutely must have another character at the table, see the NPC Database where you can select any non-evil, level appropriate character that will work for your adventure. This should only be done if you simply cannot find a player of appropriate level after 72 hours of the rest of the group being fully confirmed as ready to begin.
GMPCs should not mix with your own Pub NPCs as mentioned above. Your GMPC can only qualify for an attendance bonus if you have completed all of your other assumed responsibilities, such as keeping posting rates up with any game you are running and timely completion of any additional duties at Eternity's End you may have signed up for (ie playing your character is secondary to these duties that you have volunteered for).
Very obviously, GMPCs are not to be given preferential treatment by other GMs and are subject to all normal rules affecting all PCs as written in Pathfinder and both EE Manuals.
Last edited by Quori; Feb 8th, 2013 at 03:05 AM.
Reason: Updated EE Links
Typical Adventures
Typical Adventures here are designed to promote characters 1 level (between the levels of 1-12) and should last roughly 2-4 months, with 3 months being the ideal with an average IC posting rate of 5-10 per week from all the players and the GM. The 100 xp reward is based on a standard real time 3 month long adventure with an average of 5-10 posts weekly per player and GM. More or less may be given based on PC completion of objectives, potential RP bonuses and adventure length, all factors of which are subject to GM discretion.
Adventure Paths
An adventure path is an adventure series run by a single GM with a single party. The point of an adventure path is to add depth to adventures and create camaraderie among characters in game.
To apply to run an adventure path you must have run at least Cookie's Fortune and 1 adventure of your own design successfully at EE or two adventures of your own design successfully at EE.
Adventure Paths may be the length of 2 or 3 standard one shot adventures at EE and must be submitted to Gaming discussion, reviewed by the staff and approved by the head GM.
Adventures should be sequential and build upon one another but all have separate and distinct ending points. At the ending point of each section a schism will occur.
A schism is just like a normal ending to an adventure in that the PCs get XP, This does mean all statuses are flushed, HP is restored and effects are lostreturn to EE, buy from Morkwert's and have a chance to level. Unlike an ordinary adventure once the schism ends the party will return to the game world and continue on the adventure path. While the GM can recruit a single player to replace one that is lost, it is recommended to either have one ready before the schism or use an EE pregenerated NPC to fill the position to help minimize downtime in the adventure path.
It is the GM's responsibility to ensure that there is an in game reason and mechanism that allows them to return to EE and then also to close that avenue so the PCs can't come and go as they please.
It is noted that if the PCs don't purchase equipment they took from the game world it will fade, but will return where they left from... however that doesn't mean it will still be there when they get back, this is up to the GM who may have someone steal it, or perhaps a hundred years pass and the equipment is unusable, or whatever they fancy.
At the end of the last section the adventure will be concluded as normal, however the GM may not run another adventure path before starting and completing another adventure or adventure path for a different group of both players/characters.
Now there is no set "rules" to design an adventure, but there is a guideline of some things each adventure should contain, and if for some reason you deviate from this set up, you should consider finding ways to offset and balance the end result. In this fashion players will not be forced into long and difficult adventures that yeild low XP or short and easy adventures that yield high xp, all of which is intended to maintain game balance.
PLEASE NOTE: All changes to RAW (including special mechanics) need to be announced in the advertisement thread; anything that arises needs to be addressed in a fair and unbiased manner, to include reminding the player that they can return to the inn.
Adventure Components Suggested are:
1 important challenge for each PC. These do not NEED to be succeeded but participation from each PC is required. Be sure to tailor these challenges to the character, IE it isn't right to expect the warrior to succeed at a spellcraft check or to request that a wizard disarm a trap. Unique challenges whether divine, arcane, trap or skill based can be especially fun to come up with and will be precisely the types of things that will make a great experience for your players. Try not to punish the whole party too much for one player not succeeding well in this area, unlike a regular campaign, solid team dynamics are not easy to achieve in pick-up groups.
1 Mook encounter that is easy to defeat (usually most appropriate early on)
2 Pure Combats that are CR appropriate
2-3 RPing encounters where the outcome is not clear and depends on the PC RP and choices, not just rolling diplomacy dice (2 encounters being harder, 3 being easier)
1 Polder for the PCs to rest at once or twice (lack of a polder indicates a survival mode format and should be addressed in the game advert)
1 Bigger Fish that is too high of a CR for the party (likely requires diplomacy, stealth or other means to bypass)
1 Big Finish that includes a villain, minions, tactical combat, special challenges and unique setting/terrain
Refrain from doing lots of off camera stuff like forcing PCs to eat a meal together where no significant encounter happens. This can be great in the right circumstances, but RPing every little thing is going to kill the pacing of the adventure. Set up scenes and when setting them up, explain away the less important details like assuming the PCs have polished their swords and restocked on rations, and other things they can be expected to do within reason.
Some things that might adjust the total rewards received:
Adventure is more of a short scenario wrapped up in 2 months or less: cut xp and modifiers in half; or offer more xp at your discretion (50-100 roughly).
Adventure is overly long (over 4 months to complete with everyone meeting standard posting rate expectations): Double xp and modifiers (or less at your discretion). Roughly 100-200 xp. GMs should seek to avoid this behavior and take precautions not to develop a pattern of adventures that are overly long.
Plot Objective Incomplete: Objective was minor -1 to -10 Objective was major -10 to -25, The primary focus of the adventure was failed -50 (incomplete plot objectives should not ever total less than -60 per 100 points awarded)
Poor Attendance: player did not meet the minimum posting requirement more than once, -2 for each beyond first incident in the adventure. Apply this only to individual players, not the team.
Adventure RP Bonus: 0-3 points/100xp of the adventure (0 bland and lackluster, 1 made a good effort, 2 pretty darn good, 3 amazing throughout the whole adventure) short scenarios that are built to less than 100 xp do not qualify for this bonus.
In no instance can an adventure yield less than 1 xp and the EM equivalent for their level so long as the player participated on at least a fundamental level.
Other modifiers that may affect the characters:
Perfect weekly attendance 1xp (done through the altar only, 1 xp with each perfect week of 1 IC post per day, altered to allow an OOC check in post if the character cannot post in game for some reason [such as waiting on other players, even if just to post an IC "do nothing" post.)
Perfect monthly attendance +2xp: This is is in addition to the weekly xp and runs by same rules through the altar.
Mr. Gone Affiliate: Special XP bonuses.
Special Events: variable
Story Teller Rewards: can be done twice per level for 5 xp or once per level for 10 xp. Must be done through story teller means and can only be posted when not in an adventure.
For rules and tips on creating your advert, head here.
Please note you can run as many adventures at once as you can reasonably manage. Be sure not to over commit.
Step 1
When signed off and prepared with your ready designed adventure, craft an advert as outlined in game recruiting.
Step 2
While your advert is being looked over by players in the recruiting area, create a folder for your new game titling it Room [insert number not in use] : [Insert adventure Title].
Please note Room 0, 13, 23 and 42 are in constant use. Adventure rooms are numbered between 1-999. Rooms 1000+ are used for private rooms and guildhalls purchased at the front desk. If you cannot craft your own folder, please request it be created at the GM Altar.
Step 3
Make all threads private to you, add players to appropriate threads for viewing and posting purposes. Your IC game thread MUST be private to your players only, this will allow that you can run the same adventure with a different group later should you choose to without spoiling it for other players. Request Sheet access for all players at Room 0 by listing the sheet name and ID number. The head GM will have the sheets transferred to you before the end of the adventure. If you need to make temporary adjustments, record them in the player's private thread, such as modifying current hit points or uses of a magic item.
Step 4
Upon verifying qualification of all players, move your recruitment thread and all Player Private threads (located in private chambers) to your game folder.
Step 5
Utilize all rules laid out. It is OK to make mistakes so long as you correct them. Do not be offended if someone points out a mistake.
Step 6
Before engaging on the adventure, offer players a chance to buy items at the item mall.
Shopping Instructions
Step 7
Run the adventure to completion in accordance with the rules. Apply XP and EM at adventure completion. Once that is done, offer a second trip for shopping as listed in step 6, altering the wording as needed.
Step 8
Post adventure completion, offer players a chance to buy items at the Item Mall and the Arcanium.
Step 9
Post that if characters are to level they must post all sheet adjustments in their private chambers using the following format:
Leveling Format
[FIELDSET="Level Up Form"][B]New Character level:[/B]
[B]Class in which you are gaining a level:[/B]
[B]New Hit Point total:[/B]
[B]Attribute to recieve +1 bonus (if character level is 4, 8, 12, 16 or 20):[/B]
[B]New BAB:[/B]
[B]New Base Fortitude Save:[/B]
[B]New Base Reflex Save:[/B]
[B]New Base Will Save:[/B]
[B]Changes to save modifiers:[/B]
[FIELDSET="Skills being added (Number of Ranks being added) {New total Rank for that skill}"]
() {}
() {}
() {}[/FIELDSET]
[FIELDSET="New or Modified Class Features"]
________[/FIELDSET]
[FIELDSET="New Feats, if any (put source in brackets)"]
________[/FIELDSET]
[FIELDSET="New Faction Ability"]If this is your 6th, 12th or 18th character level, please note your new faction bonus[/FIELDSET]
[B]New Spells per day total[/B]
[table]0th|
1st|
2nd|
3rd|
4th|
5th|
6th|
7th|
8th|
9th|[/table]
[FIELDSET="New Spells Known, if any"]
_________[/FIELDSET][/FIELDSET]
Verify all changes to include standard auditing procedures such as equipment weight, faction bonuses, Class enhancements, etc. Use the Original post of the Character Sheet to navigate to class, race, and faction. Verify all changes are in accordance with PC Player Tier as well (no classes, races, feats, etc. that are not allowed by the Player Tier). If you are having trouble, ask an Auditor in the front lobby.
Make all final adjustments to sheets (ensure that all leveling and other adjustments are correct) and verify everything is legal, then release all players by returning their private threads to their private chambers.
Upon completion of this step PCs are released and may go about other business with in the Inn such as visiting the pub, arena, or otherwise.
Step 10
All other threads must be locked and the whole folder is sent to the game archives.
Last edited by WoLT; Apr 20th, 2013 at 12:48 PM.
Reason: Updated EE Links
Please always use room 0 to contact the Head GM directly. If everyone PMs the Head GM their box becomes quickly flooded.
The Head GM Must:
The Head GM must know all Eternity's End Rules Data inside and out.
The Head GM must name their temporary successor during any period of absence when they take the position (can be changed at any time) and their permanent replacement when stepping down from the position by transferring the Head GM position. Head GMs may or may not wish to employ discussion threads and voting concerning their replacement choice.
The Head GM must format all "Head GM Announcements" to include: Who, what, where, when and why. Dates and times (with timezone) should be included as to when new policies and rules will come into effect.
The Head GM must answer all posts to Room 0 within a week of them being posted, preferably sooner.
The Head GM must add all new GM's to the GM Suite, PM them the Password and Create their GM Suite Thread. No discussion of the GM Suite may leave the GM Suite without Head GM approval or DnDOG Staff request.
The Head GM must arbitrate all user/GM, and GM/GM Disputes. GM's are expected to handle all user/user disputes in their own games but may request assistance from the Head GM if needed.
The Head GM must act as the spokesperson for the game when called upon by the DnDOG site moderators or admins.
The Head GM must create and monitor all game voting polls and close them when consensus is reached. The preferred format is a proposed action with a Yes/No/TBA response, otherwise the option (in most cases) should still be in discussion. Exceptions to this may occur.
The Head GM must assume ultimate responsibility for the game at large (though is not held individually responsible for the actions of individuals) and must take corrective actions as necessary.
Unique Powers
Only the Head GM may approve applications for Game Masters.
Only the Head GM may alter the thread group organization folders (with exceptions of GMs moving threads to the appropriate archives or creating game boards).
Only the Head GM may eject (temporarily or permanently) any player or GM from the game at large. (standard GMs may only eject players from their individual games but should bring such issues to the attention of the EE staff through the use of the GM Suite OOC).
The Head GM may make permanent changes to the game-wide policies, setting and rules after conducting a poll. The poll must show a clear majority to make a change and in the event of a tie, the Head GM is the tie-breaking vote. When making decisions the Head GM is expected to keep the following in mind:
-Keep things simplistic. Easy solutions are the best ones. Over complicating things hurts the game.
-Generally less paperwork is better.
-Keep the project fun and upbeat. In game drama is good, OOC drama is bad.
Making any such adjustment requires that all GMs be given notice 1 week in advance before the change takes effect and that the wiki be updated fully as needed.
The Head GM may make any temporary executive policy order needed to ensure harmony, however, all temporary policy rulings should be put to vote (as soon as reasonably possible) to become permanent.
Last edited by Quori; Feb 8th, 2013 at 03:07 AM.
Reason: Updated EE Links
PM WoLT to request to test out. You must score perfect on the test, no one has every succeeded in doing so, there are too many rules to figure out and remember. You are welcome to try, but if you miss one you have to apprentice instead.
Last edited by WoLT; May 8th, 2013 at 01:17 AM.
Reason: Updated EE Links
Once your Exam is completed your answers will be reviewed by the Head GM. It is not mandatory to score 100% but more important that you learn the correct answers to the questions you answered wrong and not need too terribly much coaching to continue.
If your exam is satisfactorily reviewed you will be approved to continue to the readiness sign off.
This are the tasks you must complete before being allowed to run a game at Eternity's End.
Sign Off List
1) I qualify as a GM for Eternity's End according to the GM Prerequisites and Restrictions and agree to run all rules and make use of policies and guidelines in good faith.
2) I have completed my GM Entrance Exam successfully and understand any errors I made in the application. I also understand the correct answers and why they are correct.
3) I am confident in my ability to run the Pathfinder system and abide by the rules, guidelines and policies of Eternity's End.
4) I have read and understood all original posts of the stuck/pinned threads at Eternity's End.
5) I have reported any rules concerns or questions I may have.
7) I am willing to participate to the extent I am able in various facets on both boards by responding to discussions and creating new discussions as necessary.
8) I am ready to run Cookie's Fortune, OR, I have prepared my first adventure (at least a good outline and properly formatted advert) and have posted it in the gaming discussion section of the GM suite. My adventure will be approved by the head GM once I submit it and it is considered ready to run. I understand while running Cookie's Fortune or otherwisemy first level adventure thatNote creation and running of your own level 2 adventure is mandatory for graduating the PBP GM Academy I should be preparing a level 2 adventure to run as well.
9) I have subscribed and will watch closely for Head GM announcements at Eternity's End as I know they can and will effect my games.
10) I understand I can run as many games at once as I can keep up with during a typical week and know that it is best to stagger my game openings to make sure I don't take on more than I can handle at once. If I plan on being absent for a period of time I will note it in the OOC's of each of my games as well as in the Staff Absence thread. If my absense is expected to be longer than a week I will attempt to find a replacement GM in the GM Suite OOC to rescue my games before leaving.
11) I have created and submitted a Pub NPC for use in the Pub or Guildhalls. I understand I may use this NPC as a quest giver but I do not have to. This NPC is strictly for RP participation in the Pub.
12) Once this post is made i will introduce myself in the GM Suite OOC Breakroom and note that I have completed my orientation in my post.
13) I have informed the Head GM through Room 0 that my sign off is complete once this post is made and understand that my GM Suite thread will now be made and I will be awarded 50 GM XP for completing this process. If I have completed phase 1-3 of the PBP GM Academy I will include a link to my academy thread that in the message and I will be awarded 30 bonus GMXP as well. If I do not receive verification of my private GM Suite in 3 days I will kindly remind the head GM that I require the construction of my GM suite thread.
Last edited by Quori; Feb 8th, 2013 at 03:09 AM.
Reason: Updated EE Links