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		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1996</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1996"/>
		<updated>2016-06-14T10:58:57Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Using Skirmish Crew */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you want to take the players off the main field to another location, then congratulations: you have a quest!&lt;br /&gt;
&lt;br /&gt;
There are several types of quest, e.g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outdoor Quests:&#039;&#039;&#039; You go through the Sentinel Gate and the quest takes place in a field/forest location in the quest area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tent Quests:&#039;&#039;&#039; You go through the Sentinel Gate to and the quest takes place in an encounter tent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoW Encounters / Eternal Audiences:&#039;&#039;&#039; You go through the HoW portal and the quest usually takes place in an encounter test (but might also use an outdoor quest area).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLVs / Trouble Near Anvil:&#039;&#039;&#039; You go off field to the &#039;CS Offices&#039; and into an encounter tent.&lt;br /&gt;
&lt;br /&gt;
Each possible quest route has its own implications:&lt;br /&gt;
&lt;br /&gt;
== Getting there ==&lt;br /&gt;
&lt;br /&gt;
=== Sentinel Gate ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a sentinel gate conjunction, you will need to set up a conjunction through the data interface. Please consult with either the encounter tent setters or the skirmish crew that are going to be helping deliver your quest before setting the number of people who can use the conjunction - the limits are usually based on how many people can fit in a set, or how many people can be given a good fight.&lt;br /&gt;
&lt;br /&gt;
You will then have to drop hints to the players to get them to go and check for the conjunction - this is called &#039;hooking&#039; the quest. The players will need to know the exact location so they can use Detect Magic on the Sentinel Gate to find out when your quest is and how many people they can take.&lt;br /&gt;
&lt;br /&gt;
Do not hook the quest to several groups without them knowing about each other. Please strongly avoid doing anything likely to end up with several groups turning up to the gate intending to go on the quest, only to be stymied by the gate size - no-one has any fun arguing at the gate. If you have to drop your hints to several groups of people, make sure they all know about each other well in advance of the quest time so they aren&#039;t left sorting it out at the gate. People rarely have any fun with not going on quests, so ideally attempt to tailor your quest so that the number of people who hear about it and want to go is similar to the number of people your conjunction accommodates.&lt;br /&gt;
&lt;br /&gt;
Make sure someone who will be at the gate at your conjunction time - e.g. an NPC, you, a skirmish ref, a field ref - knows exactly where the conjunction is going OOC and is happy to lead the players to the relevant location. Ideally, also make sure someone who will be in radio contact at the time knows this too - in case something happens to delay or incapacitate your primary source. Remember that non-Imperials can&#039;t go through the gate - so if your hook NPC is a Herald or otherwise not an Imperial citizen, you&#039;ll need someone else to escort the players on the other side of the gate. Remember that NPCs going through the gate count towards the gate number.&lt;br /&gt;
&lt;br /&gt;
Make sure that you have some kind of on-field presence making sure that either the quest happens, or we know about it well in advance if it&#039;s not happening - particularly if you have a skirmish group booked. It&#039;s no fun standing around in the woods wondering if the players will show up. The on-field NPCs like egregores, CS, bards, Darren for the Raptors etc should be your first port of call for this. It&#039;s okay to hint about quests in letters in packs, but it&#039;s a really bad idea to make that your only source of information; if you do give enough information in a pack to check a conjunction, make sure your NPC presence checks with the person who received that information to avoid the &#039;several groups turn up at the gate&#039; problem.&lt;br /&gt;
&lt;br /&gt;
=== HoW Portal ===&lt;br /&gt;
&lt;br /&gt;
If you want to use the HoW portal to get to your quest location, you will need two things: a time and an escort.&lt;br /&gt;
&lt;br /&gt;
The HoW portal isn&#039;t booked, because you usually need an IC escort to use it (so it&#039;s clear where you&#039;re going even if there&#039;s a clash) - if you want to have it just open to a location without an IC escort (in which case you&#039;ll need an OC ref there to do the escort duty) then it&#039;s polite to mention that on the timetable, but this is rare enough that there are unlikely to be clashes.&lt;br /&gt;
&lt;br /&gt;
The HoW portal goes to realm pockets, not to areas of the real world. A pocket can be connected to various different areas of the real world, allowing people from different areas to meet - but everyone must go back to their previous real-world location afterwards - you can&#039;t drag someone through to a different real world location, or bring anyone from a different location back to Anvil with you.&lt;br /&gt;
&lt;br /&gt;
PCs never go to the Realms themselves - the realm pockets can be connected to areas of the Realms, but actually going through into the Realms is a one-way trip into death or Herald transformation (and consequent retirement, as heralds are not appropriate PCs).&lt;br /&gt;
&lt;br /&gt;
If you are using the HoW portal and the Mirror is up in the HoW, please inform whoever is operating the mirror (Dave Young will probably know who) of the time and realm of your HoW portal opening, so that it can display the relevant information for the players.&lt;br /&gt;
&lt;br /&gt;
You can distribute the information about the time of the HoW portal opening however you like - for limited-numbers audiences you should have an escort NPC who can check tickets or approve or disapprove of people going through. If you are running an open portal, be aware of the limits of the space you&#039;re using on the other end and try to make sure not more than the number of people who will fit will want to go through - having to close an unescorted portal against further entrants for safety reasons will probably disappoint players.&lt;br /&gt;
&lt;br /&gt;
=== CS Offices / Near Anvil ===&lt;br /&gt;
&lt;br /&gt;
Occasionally you will want to take players to &#039;a location near Anvil&#039; - this is mostly used for PLVs which use &#039;CS Offices&#039; and a &#039;Gateway&#039; located IC just off the side of the main Anvil area, but some small quests have also gone to do things in the &#039;CS Offices&#039; or &#039;CS Storage Tents&#039; just off the main area.&lt;br /&gt;
&lt;br /&gt;
This is very easy - just have an NPC walk them off the field and to the required location - no faff required.&lt;br /&gt;
&lt;br /&gt;
If you have any possibility that your players might be chased by other players, or there might be any other awkward action between the two areas, you might want to inform a field ref about what is going on so they can be around to make calls about what happens at the OC field edge.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Quest Area ===&lt;br /&gt;
&lt;br /&gt;
You need to book a Quest Area on the Self Service Timetable - closer to each event the Skirmish Team will fill in which slots are being used and which slots are free, and announce on the Plot FB group that it&#039;s ready for booking.&lt;br /&gt;
&lt;br /&gt;
Please remember to book an extra half-hour at least before your Gate time, for briefing, checking the layout, and getting people into position. If you have a large skirmish team attached (40+) you probably need an hour. Also make sure there&#039;s plenty of time at the end of your slot to get everyone out of the area leaving it clear for the next slot - if in doubt, just book an extra half hour.&lt;br /&gt;
&lt;br /&gt;
There are three quest areas - &#039;Copse&#039;, &#039;Orc Camp&#039; and &#039;Deep Woods&#039;.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a Quest Area remember that there&#039;s often quite a walk between it and the Sentinel Gate, and radio / network can be patchy in the woods - please try to leave someone behind at the Gate or in radio contact who knows what&#039;s going on once you&#039;ve taken the first group off to the quest area, especially if they haven&#039;t filled the conjunction and it&#039;s possible other people will try to come through late. Also, don&#039;t rely on being able to look things up in the woods - we&#039;re working on network coverage but some areas will be unable to see the database, so printouts of e.g. important item properties may well be useful.&lt;br /&gt;
&lt;br /&gt;
=== Encounter Tent ===&lt;br /&gt;
&lt;br /&gt;
You can book Encounter Tents on the Self-Service Timetable, but it&#039;s polite to check with the person who is listed as running the encounter tent as well - this is usually Sabrina for PLV and Dominic Rowney for the other main environment tent, and there are usually one or two others which should have a named contact on the timetable. They can help you pick an appropriate tent and time for your encounter, liase with set dressing (and combine sets with other encounters if appropriate), and generally make sure that the support for your encounter is there.&lt;br /&gt;
&lt;br /&gt;
Please remember to leave ample time for setting and striking sets if you are doing a set change. Even if you are using a set in place, a half-hour buffer makes it easier to clear out any specific props / remains of the previous encounter and make sure your NPCs are briefed and in position.&lt;br /&gt;
&lt;br /&gt;
You will need someone to escort people to the appropriate encounter tent, either an NPC or a ref, and to escort them back to the field - players can&#039;t be allowed to wander around the encounter tent area unescorted.&lt;br /&gt;
&lt;br /&gt;
=== Special Considerations for PLVs ===&lt;br /&gt;
&lt;br /&gt;
Please talk to Team PLV - Felix is probably a good point of contact - before attempting to run a PLV. &lt;br /&gt;
&lt;br /&gt;
If you have an idea for one of the &#039;standard&#039; PLVs administered by the CS to PCs chosen by the player base, they can help you find an appropriate visionary for your PLV and ensure it&#039;s in the right format.&lt;br /&gt;
&lt;br /&gt;
If you want to run a &#039;rogue PLV&#039; with True Liao that has gone / is going into play via some other vector, they can make sure your PLV and methods fit the metaphysics and work with what&#039;s been defined about the PLV process.&lt;br /&gt;
&lt;br /&gt;
== Booking Resources ==&lt;br /&gt;
&lt;br /&gt;
=== Using Skirmish Crew ===&lt;br /&gt;
&lt;br /&gt;
New methods for booking Skirmish Crew are still being worked out - in general, talk to Andy Connell if you need skirmish crew for your quest and he&#039;ll sort it out.&lt;br /&gt;
&lt;br /&gt;
If they need makeup, make sure you&#039;ve booked a makeup slot _before_ your briefing / getting to the area time - they can&#039;t be both in the monster tent being made up and on their way to the quest area being briefed...&lt;br /&gt;
&lt;br /&gt;
=== Using Field NPCs ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using field NPCs for your quest, please put the number of NPCs you need directly onto the Self-Service Timetable, as well as any details of exactly who you want; and talk to Bug about actually getting them.&lt;br /&gt;
&lt;br /&gt;
As with skirmish NPCs, make sure that you&#039;ve booked a makeup slot before your briefing / getting to the quest area time.&lt;br /&gt;
&lt;br /&gt;
=== Set Dressing ===&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1995</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1995"/>
		<updated>2016-06-14T10:58:12Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Using Field NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you want to take the players off the main field to another location, then congratulations: you have a quest!&lt;br /&gt;
&lt;br /&gt;
There are several types of quest, e.g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outdoor Quests:&#039;&#039;&#039; You go through the Sentinel Gate and the quest takes place in a field/forest location in the quest area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tent Quests:&#039;&#039;&#039; You go through the Sentinel Gate to and the quest takes place in an encounter tent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoW Encounters / Eternal Audiences:&#039;&#039;&#039; You go through the HoW portal and the quest usually takes place in an encounter test (but might also use an outdoor quest area).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLVs / Trouble Near Anvil:&#039;&#039;&#039; You go off field to the &#039;CS Offices&#039; and into an encounter tent.&lt;br /&gt;
&lt;br /&gt;
Each possible quest route has its own implications:&lt;br /&gt;
&lt;br /&gt;
== Getting there ==&lt;br /&gt;
&lt;br /&gt;
=== Sentinel Gate ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a sentinel gate conjunction, you will need to set up a conjunction through the data interface. Please consult with either the encounter tent setters or the skirmish crew that are going to be helping deliver your quest before setting the number of people who can use the conjunction - the limits are usually based on how many people can fit in a set, or how many people can be given a good fight.&lt;br /&gt;
&lt;br /&gt;
You will then have to drop hints to the players to get them to go and check for the conjunction - this is called &#039;hooking&#039; the quest. The players will need to know the exact location so they can use Detect Magic on the Sentinel Gate to find out when your quest is and how many people they can take.&lt;br /&gt;
&lt;br /&gt;
Do not hook the quest to several groups without them knowing about each other. Please strongly avoid doing anything likely to end up with several groups turning up to the gate intending to go on the quest, only to be stymied by the gate size - no-one has any fun arguing at the gate. If you have to drop your hints to several groups of people, make sure they all know about each other well in advance of the quest time so they aren&#039;t left sorting it out at the gate. People rarely have any fun with not going on quests, so ideally attempt to tailor your quest so that the number of people who hear about it and want to go is similar to the number of people your conjunction accommodates.&lt;br /&gt;
&lt;br /&gt;
Make sure someone who will be at the gate at your conjunction time - e.g. an NPC, you, a skirmish ref, a field ref - knows exactly where the conjunction is going OOC and is happy to lead the players to the relevant location. Ideally, also make sure someone who will be in radio contact at the time knows this too - in case something happens to delay or incapacitate your primary source. Remember that non-Imperials can&#039;t go through the gate - so if your hook NPC is a Herald or otherwise not an Imperial citizen, you&#039;ll need someone else to escort the players on the other side of the gate. Remember that NPCs going through the gate count towards the gate number.&lt;br /&gt;
&lt;br /&gt;
Make sure that you have some kind of on-field presence making sure that either the quest happens, or we know about it well in advance if it&#039;s not happening - particularly if you have a skirmish group booked. It&#039;s no fun standing around in the woods wondering if the players will show up. The on-field NPCs like egregores, CS, bards, Darren for the Raptors etc should be your first port of call for this. It&#039;s okay to hint about quests in letters in packs, but it&#039;s a really bad idea to make that your only source of information; if you do give enough information in a pack to check a conjunction, make sure your NPC presence checks with the person who received that information to avoid the &#039;several groups turn up at the gate&#039; problem.&lt;br /&gt;
&lt;br /&gt;
=== HoW Portal ===&lt;br /&gt;
&lt;br /&gt;
If you want to use the HoW portal to get to your quest location, you will need two things: a time and an escort.&lt;br /&gt;
&lt;br /&gt;
The HoW portal isn&#039;t booked, because you usually need an IC escort to use it (so it&#039;s clear where you&#039;re going even if there&#039;s a clash) - if you want to have it just open to a location without an IC escort (in which case you&#039;ll need an OC ref there to do the escort duty) then it&#039;s polite to mention that on the timetable, but this is rare enough that there are unlikely to be clashes.&lt;br /&gt;
&lt;br /&gt;
The HoW portal goes to realm pockets, not to areas of the real world. A pocket can be connected to various different areas of the real world, allowing people from different areas to meet - but everyone must go back to their previous real-world location afterwards - you can&#039;t drag someone through to a different real world location, or bring anyone from a different location back to Anvil with you.&lt;br /&gt;
&lt;br /&gt;
PCs never go to the Realms themselves - the realm pockets can be connected to areas of the Realms, but actually going through into the Realms is a one-way trip into death or Herald transformation (and consequent retirement, as heralds are not appropriate PCs).&lt;br /&gt;
&lt;br /&gt;
If you are using the HoW portal and the Mirror is up in the HoW, please inform whoever is operating the mirror (Dave Young will probably know who) of the time and realm of your HoW portal opening, so that it can display the relevant information for the players.&lt;br /&gt;
&lt;br /&gt;
You can distribute the information about the time of the HoW portal opening however you like - for limited-numbers audiences you should have an escort NPC who can check tickets or approve or disapprove of people going through. If you are running an open portal, be aware of the limits of the space you&#039;re using on the other end and try to make sure not more than the number of people who will fit will want to go through - having to close an unescorted portal against further entrants for safety reasons will probably disappoint players.&lt;br /&gt;
&lt;br /&gt;
=== CS Offices / Near Anvil ===&lt;br /&gt;
&lt;br /&gt;
Occasionally you will want to take players to &#039;a location near Anvil&#039; - this is mostly used for PLVs which use &#039;CS Offices&#039; and a &#039;Gateway&#039; located IC just off the side of the main Anvil area, but some small quests have also gone to do things in the &#039;CS Offices&#039; or &#039;CS Storage Tents&#039; just off the main area.&lt;br /&gt;
&lt;br /&gt;
This is very easy - just have an NPC walk them off the field and to the required location - no faff required.&lt;br /&gt;
&lt;br /&gt;
If you have any possibility that your players might be chased by other players, or there might be any other awkward action between the two areas, you might want to inform a field ref about what is going on so they can be around to make calls about what happens at the OC field edge.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Quest Area ===&lt;br /&gt;
&lt;br /&gt;
You need to book a Quest Area on the Self Service Timetable - closer to each event the Skirmish Team will fill in which slots are being used and which slots are free, and announce on the Plot FB group that it&#039;s ready for booking.&lt;br /&gt;
&lt;br /&gt;
Please remember to book an extra half-hour at least before your Gate time, for briefing, checking the layout, and getting people into position. If you have a large skirmish team attached (40+) you probably need an hour. Also make sure there&#039;s plenty of time at the end of your slot to get everyone out of the area leaving it clear for the next slot - if in doubt, just book an extra half hour.&lt;br /&gt;
&lt;br /&gt;
There are three quest areas - &#039;Copse&#039;, &#039;Orc Camp&#039; and &#039;Deep Woods&#039;.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a Quest Area remember that there&#039;s often quite a walk between it and the Sentinel Gate, and radio / network can be patchy in the woods - please try to leave someone behind at the Gate or in radio contact who knows what&#039;s going on once you&#039;ve taken the first group off to the quest area, especially if they haven&#039;t filled the conjunction and it&#039;s possible other people will try to come through late. Also, don&#039;t rely on being able to look things up in the woods - we&#039;re working on network coverage but some areas will be unable to see the database, so printouts of e.g. important item properties may well be useful.&lt;br /&gt;
&lt;br /&gt;
=== Encounter Tent ===&lt;br /&gt;
&lt;br /&gt;
You can book Encounter Tents on the Self-Service Timetable, but it&#039;s polite to check with the person who is listed as running the encounter tent as well - this is usually Sabrina for PLV and Dominic Rowney for the other main environment tent, and there are usually one or two others which should have a named contact on the timetable. They can help you pick an appropriate tent and time for your encounter, liase with set dressing (and combine sets with other encounters if appropriate), and generally make sure that the support for your encounter is there.&lt;br /&gt;
&lt;br /&gt;
Please remember to leave ample time for setting and striking sets if you are doing a set change. Even if you are using a set in place, a half-hour buffer makes it easier to clear out any specific props / remains of the previous encounter and make sure your NPCs are briefed and in position.&lt;br /&gt;
&lt;br /&gt;
You will need someone to escort people to the appropriate encounter tent, either an NPC or a ref, and to escort them back to the field - players can&#039;t be allowed to wander around the encounter tent area unescorted.&lt;br /&gt;
&lt;br /&gt;
=== Special Considerations for PLVs ===&lt;br /&gt;
&lt;br /&gt;
Please talk to Team PLV - Felix is probably a good point of contact - before attempting to run a PLV. &lt;br /&gt;
&lt;br /&gt;
If you have an idea for one of the &#039;standard&#039; PLVs administered by the CS to PCs chosen by the player base, they can help you find an appropriate visionary for your PLV and ensure it&#039;s in the right format.&lt;br /&gt;
&lt;br /&gt;
If you want to run a &#039;rogue PLV&#039; with True Liao that has gone / is going into play via some other vector, they can make sure your PLV and methods fit the metaphysics and work with what&#039;s been defined about the PLV process.&lt;br /&gt;
&lt;br /&gt;
== Booking Resources ==&lt;br /&gt;
&lt;br /&gt;
=== Using Skirmish Crew ===&lt;br /&gt;
&lt;br /&gt;
New methods for booking Skirmish Crew are still being worked out - in general, talk to Andy Connell if you need skirmish crew for your quest and he&#039;ll sort it out.&lt;br /&gt;
&lt;br /&gt;
=== Using Field NPCs ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using field NPCs for your quest, please put the number of NPCs you need directly onto the Self-Service Timetable, as well as any details of exactly who you want; and talk to Bug about actually getting them.&lt;br /&gt;
&lt;br /&gt;
As with skirmish NPCs, make sure that you&#039;ve booked a makeup slot before your briefing / getting to the quest area time.&lt;br /&gt;
&lt;br /&gt;
=== Set Dressing ===&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1994</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1994"/>
		<updated>2016-06-14T10:56:42Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Using Skirmish Crew */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you want to take the players off the main field to another location, then congratulations: you have a quest!&lt;br /&gt;
&lt;br /&gt;
There are several types of quest, e.g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outdoor Quests:&#039;&#039;&#039; You go through the Sentinel Gate and the quest takes place in a field/forest location in the quest area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tent Quests:&#039;&#039;&#039; You go through the Sentinel Gate to and the quest takes place in an encounter tent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoW Encounters / Eternal Audiences:&#039;&#039;&#039; You go through the HoW portal and the quest usually takes place in an encounter test (but might also use an outdoor quest area).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLVs / Trouble Near Anvil:&#039;&#039;&#039; You go off field to the &#039;CS Offices&#039; and into an encounter tent.&lt;br /&gt;
&lt;br /&gt;
Each possible quest route has its own implications:&lt;br /&gt;
&lt;br /&gt;
== Getting there ==&lt;br /&gt;
&lt;br /&gt;
=== Sentinel Gate ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a sentinel gate conjunction, you will need to set up a conjunction through the data interface. Please consult with either the encounter tent setters or the skirmish crew that are going to be helping deliver your quest before setting the number of people who can use the conjunction - the limits are usually based on how many people can fit in a set, or how many people can be given a good fight.&lt;br /&gt;
&lt;br /&gt;
You will then have to drop hints to the players to get them to go and check for the conjunction - this is called &#039;hooking&#039; the quest. The players will need to know the exact location so they can use Detect Magic on the Sentinel Gate to find out when your quest is and how many people they can take.&lt;br /&gt;
&lt;br /&gt;
Do not hook the quest to several groups without them knowing about each other. Please strongly avoid doing anything likely to end up with several groups turning up to the gate intending to go on the quest, only to be stymied by the gate size - no-one has any fun arguing at the gate. If you have to drop your hints to several groups of people, make sure they all know about each other well in advance of the quest time so they aren&#039;t left sorting it out at the gate. People rarely have any fun with not going on quests, so ideally attempt to tailor your quest so that the number of people who hear about it and want to go is similar to the number of people your conjunction accommodates.&lt;br /&gt;
&lt;br /&gt;
Make sure someone who will be at the gate at your conjunction time - e.g. an NPC, you, a skirmish ref, a field ref - knows exactly where the conjunction is going OOC and is happy to lead the players to the relevant location. Ideally, also make sure someone who will be in radio contact at the time knows this too - in case something happens to delay or incapacitate your primary source. Remember that non-Imperials can&#039;t go through the gate - so if your hook NPC is a Herald or otherwise not an Imperial citizen, you&#039;ll need someone else to escort the players on the other side of the gate. Remember that NPCs going through the gate count towards the gate number.&lt;br /&gt;
&lt;br /&gt;
Make sure that you have some kind of on-field presence making sure that either the quest happens, or we know about it well in advance if it&#039;s not happening - particularly if you have a skirmish group booked. It&#039;s no fun standing around in the woods wondering if the players will show up. The on-field NPCs like egregores, CS, bards, Darren for the Raptors etc should be your first port of call for this. It&#039;s okay to hint about quests in letters in packs, but it&#039;s a really bad idea to make that your only source of information; if you do give enough information in a pack to check a conjunction, make sure your NPC presence checks with the person who received that information to avoid the &#039;several groups turn up at the gate&#039; problem.&lt;br /&gt;
&lt;br /&gt;
=== HoW Portal ===&lt;br /&gt;
&lt;br /&gt;
If you want to use the HoW portal to get to your quest location, you will need two things: a time and an escort.&lt;br /&gt;
&lt;br /&gt;
The HoW portal isn&#039;t booked, because you usually need an IC escort to use it (so it&#039;s clear where you&#039;re going even if there&#039;s a clash) - if you want to have it just open to a location without an IC escort (in which case you&#039;ll need an OC ref there to do the escort duty) then it&#039;s polite to mention that on the timetable, but this is rare enough that there are unlikely to be clashes.&lt;br /&gt;
&lt;br /&gt;
The HoW portal goes to realm pockets, not to areas of the real world. A pocket can be connected to various different areas of the real world, allowing people from different areas to meet - but everyone must go back to their previous real-world location afterwards - you can&#039;t drag someone through to a different real world location, or bring anyone from a different location back to Anvil with you.&lt;br /&gt;
&lt;br /&gt;
PCs never go to the Realms themselves - the realm pockets can be connected to areas of the Realms, but actually going through into the Realms is a one-way trip into death or Herald transformation (and consequent retirement, as heralds are not appropriate PCs).&lt;br /&gt;
&lt;br /&gt;
If you are using the HoW portal and the Mirror is up in the HoW, please inform whoever is operating the mirror (Dave Young will probably know who) of the time and realm of your HoW portal opening, so that it can display the relevant information for the players.&lt;br /&gt;
&lt;br /&gt;
You can distribute the information about the time of the HoW portal opening however you like - for limited-numbers audiences you should have an escort NPC who can check tickets or approve or disapprove of people going through. If you are running an open portal, be aware of the limits of the space you&#039;re using on the other end and try to make sure not more than the number of people who will fit will want to go through - having to close an unescorted portal against further entrants for safety reasons will probably disappoint players.&lt;br /&gt;
&lt;br /&gt;
=== CS Offices / Near Anvil ===&lt;br /&gt;
&lt;br /&gt;
Occasionally you will want to take players to &#039;a location near Anvil&#039; - this is mostly used for PLVs which use &#039;CS Offices&#039; and a &#039;Gateway&#039; located IC just off the side of the main Anvil area, but some small quests have also gone to do things in the &#039;CS Offices&#039; or &#039;CS Storage Tents&#039; just off the main area.&lt;br /&gt;
&lt;br /&gt;
This is very easy - just have an NPC walk them off the field and to the required location - no faff required.&lt;br /&gt;
&lt;br /&gt;
If you have any possibility that your players might be chased by other players, or there might be any other awkward action between the two areas, you might want to inform a field ref about what is going on so they can be around to make calls about what happens at the OC field edge.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Quest Area ===&lt;br /&gt;
&lt;br /&gt;
You need to book a Quest Area on the Self Service Timetable - closer to each event the Skirmish Team will fill in which slots are being used and which slots are free, and announce on the Plot FB group that it&#039;s ready for booking.&lt;br /&gt;
&lt;br /&gt;
Please remember to book an extra half-hour at least before your Gate time, for briefing, checking the layout, and getting people into position. If you have a large skirmish team attached (40+) you probably need an hour. Also make sure there&#039;s plenty of time at the end of your slot to get everyone out of the area leaving it clear for the next slot - if in doubt, just book an extra half hour.&lt;br /&gt;
&lt;br /&gt;
There are three quest areas - &#039;Copse&#039;, &#039;Orc Camp&#039; and &#039;Deep Woods&#039;.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a Quest Area remember that there&#039;s often quite a walk between it and the Sentinel Gate, and radio / network can be patchy in the woods - please try to leave someone behind at the Gate or in radio contact who knows what&#039;s going on once you&#039;ve taken the first group off to the quest area, especially if they haven&#039;t filled the conjunction and it&#039;s possible other people will try to come through late. Also, don&#039;t rely on being able to look things up in the woods - we&#039;re working on network coverage but some areas will be unable to see the database, so printouts of e.g. important item properties may well be useful.&lt;br /&gt;
&lt;br /&gt;
=== Encounter Tent ===&lt;br /&gt;
&lt;br /&gt;
You can book Encounter Tents on the Self-Service Timetable, but it&#039;s polite to check with the person who is listed as running the encounter tent as well - this is usually Sabrina for PLV and Dominic Rowney for the other main environment tent, and there are usually one or two others which should have a named contact on the timetable. They can help you pick an appropriate tent and time for your encounter, liase with set dressing (and combine sets with other encounters if appropriate), and generally make sure that the support for your encounter is there.&lt;br /&gt;
&lt;br /&gt;
Please remember to leave ample time for setting and striking sets if you are doing a set change. Even if you are using a set in place, a half-hour buffer makes it easier to clear out any specific props / remains of the previous encounter and make sure your NPCs are briefed and in position.&lt;br /&gt;
&lt;br /&gt;
You will need someone to escort people to the appropriate encounter tent, either an NPC or a ref, and to escort them back to the field - players can&#039;t be allowed to wander around the encounter tent area unescorted.&lt;br /&gt;
&lt;br /&gt;
=== Special Considerations for PLVs ===&lt;br /&gt;
&lt;br /&gt;
Please talk to Team PLV - Felix is probably a good point of contact - before attempting to run a PLV. &lt;br /&gt;
&lt;br /&gt;
If you have an idea for one of the &#039;standard&#039; PLVs administered by the CS to PCs chosen by the player base, they can help you find an appropriate visionary for your PLV and ensure it&#039;s in the right format.&lt;br /&gt;
&lt;br /&gt;
If you want to run a &#039;rogue PLV&#039; with True Liao that has gone / is going into play via some other vector, they can make sure your PLV and methods fit the metaphysics and work with what&#039;s been defined about the PLV process.&lt;br /&gt;
&lt;br /&gt;
== Booking Resources ==&lt;br /&gt;
&lt;br /&gt;
=== Using Skirmish Crew ===&lt;br /&gt;
&lt;br /&gt;
New methods for booking Skirmish Crew are still being worked out - in general, talk to Andy Connell if you need skirmish crew for your quest and he&#039;ll sort it out.&lt;br /&gt;
&lt;br /&gt;
=== Using Field NPCs ===&lt;br /&gt;
&lt;br /&gt;
=== Set Dressing ===&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1993</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1993"/>
		<updated>2016-06-14T10:46:55Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Special Considerations for PLVs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you want to take the players off the main field to another location, then congratulations: you have a quest!&lt;br /&gt;
&lt;br /&gt;
There are several types of quest, e.g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outdoor Quests:&#039;&#039;&#039; You go through the Sentinel Gate and the quest takes place in a field/forest location in the quest area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tent Quests:&#039;&#039;&#039; You go through the Sentinel Gate to and the quest takes place in an encounter tent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoW Encounters / Eternal Audiences:&#039;&#039;&#039; You go through the HoW portal and the quest usually takes place in an encounter test (but might also use an outdoor quest area).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLVs / Trouble Near Anvil:&#039;&#039;&#039; You go off field to the &#039;CS Offices&#039; and into an encounter tent.&lt;br /&gt;
&lt;br /&gt;
Each possible quest route has its own implications:&lt;br /&gt;
&lt;br /&gt;
== Getting there ==&lt;br /&gt;
&lt;br /&gt;
=== Sentinel Gate ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a sentinel gate conjunction, you will need to set up a conjunction through the data interface. Please consult with either the encounter tent setters or the skirmish crew that are going to be helping deliver your quest before setting the number of people who can use the conjunction - the limits are usually based on how many people can fit in a set, or how many people can be given a good fight.&lt;br /&gt;
&lt;br /&gt;
You will then have to drop hints to the players to get them to go and check for the conjunction - this is called &#039;hooking&#039; the quest. The players will need to know the exact location so they can use Detect Magic on the Sentinel Gate to find out when your quest is and how many people they can take.&lt;br /&gt;
&lt;br /&gt;
Do not hook the quest to several groups without them knowing about each other. Please strongly avoid doing anything likely to end up with several groups turning up to the gate intending to go on the quest, only to be stymied by the gate size - no-one has any fun arguing at the gate. If you have to drop your hints to several groups of people, make sure they all know about each other well in advance of the quest time so they aren&#039;t left sorting it out at the gate. People rarely have any fun with not going on quests, so ideally attempt to tailor your quest so that the number of people who hear about it and want to go is similar to the number of people your conjunction accommodates.&lt;br /&gt;
&lt;br /&gt;
Make sure someone who will be at the gate at your conjunction time - e.g. an NPC, you, a skirmish ref, a field ref - knows exactly where the conjunction is going OOC and is happy to lead the players to the relevant location. Ideally, also make sure someone who will be in radio contact at the time knows this too - in case something happens to delay or incapacitate your primary source. Remember that non-Imperials can&#039;t go through the gate - so if your hook NPC is a Herald or otherwise not an Imperial citizen, you&#039;ll need someone else to escort the players on the other side of the gate. Remember that NPCs going through the gate count towards the gate number.&lt;br /&gt;
&lt;br /&gt;
Make sure that you have some kind of on-field presence making sure that either the quest happens, or we know about it well in advance if it&#039;s not happening - particularly if you have a skirmish group booked. It&#039;s no fun standing around in the woods wondering if the players will show up. The on-field NPCs like egregores, CS, bards, Darren for the Raptors etc should be your first port of call for this. It&#039;s okay to hint about quests in letters in packs, but it&#039;s a really bad idea to make that your only source of information; if you do give enough information in a pack to check a conjunction, make sure your NPC presence checks with the person who received that information to avoid the &#039;several groups turn up at the gate&#039; problem.&lt;br /&gt;
&lt;br /&gt;
=== HoW Portal ===&lt;br /&gt;
&lt;br /&gt;
If you want to use the HoW portal to get to your quest location, you will need two things: a time and an escort.&lt;br /&gt;
&lt;br /&gt;
The HoW portal isn&#039;t booked, because you usually need an IC escort to use it (so it&#039;s clear where you&#039;re going even if there&#039;s a clash) - if you want to have it just open to a location without an IC escort (in which case you&#039;ll need an OC ref there to do the escort duty) then it&#039;s polite to mention that on the timetable, but this is rare enough that there are unlikely to be clashes.&lt;br /&gt;
&lt;br /&gt;
The HoW portal goes to realm pockets, not to areas of the real world. A pocket can be connected to various different areas of the real world, allowing people from different areas to meet - but everyone must go back to their previous real-world location afterwards - you can&#039;t drag someone through to a different real world location, or bring anyone from a different location back to Anvil with you.&lt;br /&gt;
&lt;br /&gt;
PCs never go to the Realms themselves - the realm pockets can be connected to areas of the Realms, but actually going through into the Realms is a one-way trip into death or Herald transformation (and consequent retirement, as heralds are not appropriate PCs).&lt;br /&gt;
&lt;br /&gt;
If you are using the HoW portal and the Mirror is up in the HoW, please inform whoever is operating the mirror (Dave Young will probably know who) of the time and realm of your HoW portal opening, so that it can display the relevant information for the players.&lt;br /&gt;
&lt;br /&gt;
You can distribute the information about the time of the HoW portal opening however you like - for limited-numbers audiences you should have an escort NPC who can check tickets or approve or disapprove of people going through. If you are running an open portal, be aware of the limits of the space you&#039;re using on the other end and try to make sure not more than the number of people who will fit will want to go through - having to close an unescorted portal against further entrants for safety reasons will probably disappoint players.&lt;br /&gt;
&lt;br /&gt;
=== CS Offices / Near Anvil ===&lt;br /&gt;
&lt;br /&gt;
Occasionally you will want to take players to &#039;a location near Anvil&#039; - this is mostly used for PLVs which use &#039;CS Offices&#039; and a &#039;Gateway&#039; located IC just off the side of the main Anvil area, but some small quests have also gone to do things in the &#039;CS Offices&#039; or &#039;CS Storage Tents&#039; just off the main area.&lt;br /&gt;
&lt;br /&gt;
This is very easy - just have an NPC walk them off the field and to the required location - no faff required.&lt;br /&gt;
&lt;br /&gt;
If you have any possibility that your players might be chased by other players, or there might be any other awkward action between the two areas, you might want to inform a field ref about what is going on so they can be around to make calls about what happens at the OC field edge.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Quest Area ===&lt;br /&gt;
&lt;br /&gt;
You need to book a Quest Area on the Self Service Timetable - closer to each event the Skirmish Team will fill in which slots are being used and which slots are free, and announce on the Plot FB group that it&#039;s ready for booking.&lt;br /&gt;
&lt;br /&gt;
Please remember to book an extra half-hour at least before your Gate time, for briefing, checking the layout, and getting people into position. If you have a large skirmish team attached (40+) you probably need an hour. Also make sure there&#039;s plenty of time at the end of your slot to get everyone out of the area leaving it clear for the next slot - if in doubt, just book an extra half hour.&lt;br /&gt;
&lt;br /&gt;
There are three quest areas - &#039;Copse&#039;, &#039;Orc Camp&#039; and &#039;Deep Woods&#039;.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a Quest Area remember that there&#039;s often quite a walk between it and the Sentinel Gate, and radio / network can be patchy in the woods - please try to leave someone behind at the Gate or in radio contact who knows what&#039;s going on once you&#039;ve taken the first group off to the quest area, especially if they haven&#039;t filled the conjunction and it&#039;s possible other people will try to come through late. Also, don&#039;t rely on being able to look things up in the woods - we&#039;re working on network coverage but some areas will be unable to see the database, so printouts of e.g. important item properties may well be useful.&lt;br /&gt;
&lt;br /&gt;
=== Encounter Tent ===&lt;br /&gt;
&lt;br /&gt;
You can book Encounter Tents on the Self-Service Timetable, but it&#039;s polite to check with the person who is listed as running the encounter tent as well - this is usually Sabrina for PLV and Dominic Rowney for the other main environment tent, and there are usually one or two others which should have a named contact on the timetable. They can help you pick an appropriate tent and time for your encounter, liase with set dressing (and combine sets with other encounters if appropriate), and generally make sure that the support for your encounter is there.&lt;br /&gt;
&lt;br /&gt;
Please remember to leave ample time for setting and striking sets if you are doing a set change. Even if you are using a set in place, a half-hour buffer makes it easier to clear out any specific props / remains of the previous encounter and make sure your NPCs are briefed and in position.&lt;br /&gt;
&lt;br /&gt;
You will need someone to escort people to the appropriate encounter tent, either an NPC or a ref, and to escort them back to the field - players can&#039;t be allowed to wander around the encounter tent area unescorted.&lt;br /&gt;
&lt;br /&gt;
=== Special Considerations for PLVs ===&lt;br /&gt;
&lt;br /&gt;
Please talk to Team PLV - Felix is probably a good point of contact - before attempting to run a PLV. &lt;br /&gt;
&lt;br /&gt;
If you have an idea for one of the &#039;standard&#039; PLVs administered by the CS to PCs chosen by the player base, they can help you find an appropriate visionary for your PLV and ensure it&#039;s in the right format.&lt;br /&gt;
&lt;br /&gt;
If you want to run a &#039;rogue PLV&#039; with True Liao that has gone / is going into play via some other vector, they can make sure your PLV and methods fit the metaphysics and work with what&#039;s been defined about the PLV process.&lt;br /&gt;
&lt;br /&gt;
== Booking Resources ==&lt;br /&gt;
&lt;br /&gt;
=== Using Skirmish Crew ===&lt;br /&gt;
&lt;br /&gt;
=== Using Field NPCs ===&lt;br /&gt;
&lt;br /&gt;
=== Set Dressing ===&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1992</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1992"/>
		<updated>2016-06-14T10:42:12Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Encounter Tent */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you want to take the players off the main field to another location, then congratulations: you have a quest!&lt;br /&gt;
&lt;br /&gt;
There are several types of quest, e.g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outdoor Quests:&#039;&#039;&#039; You go through the Sentinel Gate and the quest takes place in a field/forest location in the quest area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tent Quests:&#039;&#039;&#039; You go through the Sentinel Gate to and the quest takes place in an encounter tent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoW Encounters / Eternal Audiences:&#039;&#039;&#039; You go through the HoW portal and the quest usually takes place in an encounter test (but might also use an outdoor quest area).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLVs / Trouble Near Anvil:&#039;&#039;&#039; You go off field to the &#039;CS Offices&#039; and into an encounter tent.&lt;br /&gt;
&lt;br /&gt;
Each possible quest route has its own implications:&lt;br /&gt;
&lt;br /&gt;
== Getting there ==&lt;br /&gt;
&lt;br /&gt;
=== Sentinel Gate ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a sentinel gate conjunction, you will need to set up a conjunction through the data interface. Please consult with either the encounter tent setters or the skirmish crew that are going to be helping deliver your quest before setting the number of people who can use the conjunction - the limits are usually based on how many people can fit in a set, or how many people can be given a good fight.&lt;br /&gt;
&lt;br /&gt;
You will then have to drop hints to the players to get them to go and check for the conjunction - this is called &#039;hooking&#039; the quest. The players will need to know the exact location so they can use Detect Magic on the Sentinel Gate to find out when your quest is and how many people they can take.&lt;br /&gt;
&lt;br /&gt;
Do not hook the quest to several groups without them knowing about each other. Please strongly avoid doing anything likely to end up with several groups turning up to the gate intending to go on the quest, only to be stymied by the gate size - no-one has any fun arguing at the gate. If you have to drop your hints to several groups of people, make sure they all know about each other well in advance of the quest time so they aren&#039;t left sorting it out at the gate. People rarely have any fun with not going on quests, so ideally attempt to tailor your quest so that the number of people who hear about it and want to go is similar to the number of people your conjunction accommodates.&lt;br /&gt;
&lt;br /&gt;
Make sure someone who will be at the gate at your conjunction time - e.g. an NPC, you, a skirmish ref, a field ref - knows exactly where the conjunction is going OOC and is happy to lead the players to the relevant location. Ideally, also make sure someone who will be in radio contact at the time knows this too - in case something happens to delay or incapacitate your primary source. Remember that non-Imperials can&#039;t go through the gate - so if your hook NPC is a Herald or otherwise not an Imperial citizen, you&#039;ll need someone else to escort the players on the other side of the gate. Remember that NPCs going through the gate count towards the gate number.&lt;br /&gt;
&lt;br /&gt;
Make sure that you have some kind of on-field presence making sure that either the quest happens, or we know about it well in advance if it&#039;s not happening - particularly if you have a skirmish group booked. It&#039;s no fun standing around in the woods wondering if the players will show up. The on-field NPCs like egregores, CS, bards, Darren for the Raptors etc should be your first port of call for this. It&#039;s okay to hint about quests in letters in packs, but it&#039;s a really bad idea to make that your only source of information; if you do give enough information in a pack to check a conjunction, make sure your NPC presence checks with the person who received that information to avoid the &#039;several groups turn up at the gate&#039; problem.&lt;br /&gt;
&lt;br /&gt;
=== HoW Portal ===&lt;br /&gt;
&lt;br /&gt;
If you want to use the HoW portal to get to your quest location, you will need two things: a time and an escort.&lt;br /&gt;
&lt;br /&gt;
The HoW portal isn&#039;t booked, because you usually need an IC escort to use it (so it&#039;s clear where you&#039;re going even if there&#039;s a clash) - if you want to have it just open to a location without an IC escort (in which case you&#039;ll need an OC ref there to do the escort duty) then it&#039;s polite to mention that on the timetable, but this is rare enough that there are unlikely to be clashes.&lt;br /&gt;
&lt;br /&gt;
The HoW portal goes to realm pockets, not to areas of the real world. A pocket can be connected to various different areas of the real world, allowing people from different areas to meet - but everyone must go back to their previous real-world location afterwards - you can&#039;t drag someone through to a different real world location, or bring anyone from a different location back to Anvil with you.&lt;br /&gt;
&lt;br /&gt;
PCs never go to the Realms themselves - the realm pockets can be connected to areas of the Realms, but actually going through into the Realms is a one-way trip into death or Herald transformation (and consequent retirement, as heralds are not appropriate PCs).&lt;br /&gt;
&lt;br /&gt;
If you are using the HoW portal and the Mirror is up in the HoW, please inform whoever is operating the mirror (Dave Young will probably know who) of the time and realm of your HoW portal opening, so that it can display the relevant information for the players.&lt;br /&gt;
&lt;br /&gt;
You can distribute the information about the time of the HoW portal opening however you like - for limited-numbers audiences you should have an escort NPC who can check tickets or approve or disapprove of people going through. If you are running an open portal, be aware of the limits of the space you&#039;re using on the other end and try to make sure not more than the number of people who will fit will want to go through - having to close an unescorted portal against further entrants for safety reasons will probably disappoint players.&lt;br /&gt;
&lt;br /&gt;
=== CS Offices / Near Anvil ===&lt;br /&gt;
&lt;br /&gt;
Occasionally you will want to take players to &#039;a location near Anvil&#039; - this is mostly used for PLVs which use &#039;CS Offices&#039; and a &#039;Gateway&#039; located IC just off the side of the main Anvil area, but some small quests have also gone to do things in the &#039;CS Offices&#039; or &#039;CS Storage Tents&#039; just off the main area.&lt;br /&gt;
&lt;br /&gt;
This is very easy - just have an NPC walk them off the field and to the required location - no faff required.&lt;br /&gt;
&lt;br /&gt;
If you have any possibility that your players might be chased by other players, or there might be any other awkward action between the two areas, you might want to inform a field ref about what is going on so they can be around to make calls about what happens at the OC field edge.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Quest Area ===&lt;br /&gt;
&lt;br /&gt;
You need to book a Quest Area on the Self Service Timetable - closer to each event the Skirmish Team will fill in which slots are being used and which slots are free, and announce on the Plot FB group that it&#039;s ready for booking.&lt;br /&gt;
&lt;br /&gt;
Please remember to book an extra half-hour at least before your Gate time, for briefing, checking the layout, and getting people into position. If you have a large skirmish team attached (40+) you probably need an hour. Also make sure there&#039;s plenty of time at the end of your slot to get everyone out of the area leaving it clear for the next slot - if in doubt, just book an extra half hour.&lt;br /&gt;
&lt;br /&gt;
There are three quest areas - &#039;Copse&#039;, &#039;Orc Camp&#039; and &#039;Deep Woods&#039;.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a Quest Area remember that there&#039;s often quite a walk between it and the Sentinel Gate, and radio / network can be patchy in the woods - please try to leave someone behind at the Gate or in radio contact who knows what&#039;s going on once you&#039;ve taken the first group off to the quest area, especially if they haven&#039;t filled the conjunction and it&#039;s possible other people will try to come through late. Also, don&#039;t rely on being able to look things up in the woods - we&#039;re working on network coverage but some areas will be unable to see the database, so printouts of e.g. important item properties may well be useful.&lt;br /&gt;
&lt;br /&gt;
=== Encounter Tent ===&lt;br /&gt;
&lt;br /&gt;
You can book Encounter Tents on the Self-Service Timetable, but it&#039;s polite to check with the person who is listed as running the encounter tent as well - this is usually Sabrina for PLV and Dominic Rowney for the other main environment tent, and there are usually one or two others which should have a named contact on the timetable. They can help you pick an appropriate tent and time for your encounter, liase with set dressing (and combine sets with other encounters if appropriate), and generally make sure that the support for your encounter is there.&lt;br /&gt;
&lt;br /&gt;
Please remember to leave ample time for setting and striking sets if you are doing a set change. Even if you are using a set in place, a half-hour buffer makes it easier to clear out any specific props / remains of the previous encounter and make sure your NPCs are briefed and in position.&lt;br /&gt;
&lt;br /&gt;
You will need someone to escort people to the appropriate encounter tent, either an NPC or a ref, and to escort them back to the field - players can&#039;t be allowed to wander around the encounter tent area unescorted.&lt;br /&gt;
&lt;br /&gt;
=== Special Considerations for PLVs ===&lt;br /&gt;
&lt;br /&gt;
== Booking Resources ==&lt;br /&gt;
&lt;br /&gt;
=== Using Skirmish Crew ===&lt;br /&gt;
&lt;br /&gt;
=== Using Field NPCs ===&lt;br /&gt;
&lt;br /&gt;
=== Set Dressing ===&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1991</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1991"/>
		<updated>2016-06-14T10:37:52Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Quest Area */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you want to take the players off the main field to another location, then congratulations: you have a quest!&lt;br /&gt;
&lt;br /&gt;
There are several types of quest, e.g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outdoor Quests:&#039;&#039;&#039; You go through the Sentinel Gate and the quest takes place in a field/forest location in the quest area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tent Quests:&#039;&#039;&#039; You go through the Sentinel Gate to and the quest takes place in an encounter tent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoW Encounters / Eternal Audiences:&#039;&#039;&#039; You go through the HoW portal and the quest usually takes place in an encounter test (but might also use an outdoor quest area).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLVs / Trouble Near Anvil:&#039;&#039;&#039; You go off field to the &#039;CS Offices&#039; and into an encounter tent.&lt;br /&gt;
&lt;br /&gt;
Each possible quest route has its own implications:&lt;br /&gt;
&lt;br /&gt;
== Getting there ==&lt;br /&gt;
&lt;br /&gt;
=== Sentinel Gate ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a sentinel gate conjunction, you will need to set up a conjunction through the data interface. Please consult with either the encounter tent setters or the skirmish crew that are going to be helping deliver your quest before setting the number of people who can use the conjunction - the limits are usually based on how many people can fit in a set, or how many people can be given a good fight.&lt;br /&gt;
&lt;br /&gt;
You will then have to drop hints to the players to get them to go and check for the conjunction - this is called &#039;hooking&#039; the quest. The players will need to know the exact location so they can use Detect Magic on the Sentinel Gate to find out when your quest is and how many people they can take.&lt;br /&gt;
&lt;br /&gt;
Do not hook the quest to several groups without them knowing about each other. Please strongly avoid doing anything likely to end up with several groups turning up to the gate intending to go on the quest, only to be stymied by the gate size - no-one has any fun arguing at the gate. If you have to drop your hints to several groups of people, make sure they all know about each other well in advance of the quest time so they aren&#039;t left sorting it out at the gate. People rarely have any fun with not going on quests, so ideally attempt to tailor your quest so that the number of people who hear about it and want to go is similar to the number of people your conjunction accommodates.&lt;br /&gt;
&lt;br /&gt;
Make sure someone who will be at the gate at your conjunction time - e.g. an NPC, you, a skirmish ref, a field ref - knows exactly where the conjunction is going OOC and is happy to lead the players to the relevant location. Ideally, also make sure someone who will be in radio contact at the time knows this too - in case something happens to delay or incapacitate your primary source. Remember that non-Imperials can&#039;t go through the gate - so if your hook NPC is a Herald or otherwise not an Imperial citizen, you&#039;ll need someone else to escort the players on the other side of the gate. Remember that NPCs going through the gate count towards the gate number.&lt;br /&gt;
&lt;br /&gt;
Make sure that you have some kind of on-field presence making sure that either the quest happens, or we know about it well in advance if it&#039;s not happening - particularly if you have a skirmish group booked. It&#039;s no fun standing around in the woods wondering if the players will show up. The on-field NPCs like egregores, CS, bards, Darren for the Raptors etc should be your first port of call for this. It&#039;s okay to hint about quests in letters in packs, but it&#039;s a really bad idea to make that your only source of information; if you do give enough information in a pack to check a conjunction, make sure your NPC presence checks with the person who received that information to avoid the &#039;several groups turn up at the gate&#039; problem.&lt;br /&gt;
&lt;br /&gt;
=== HoW Portal ===&lt;br /&gt;
&lt;br /&gt;
If you want to use the HoW portal to get to your quest location, you will need two things: a time and an escort.&lt;br /&gt;
&lt;br /&gt;
The HoW portal isn&#039;t booked, because you usually need an IC escort to use it (so it&#039;s clear where you&#039;re going even if there&#039;s a clash) - if you want to have it just open to a location without an IC escort (in which case you&#039;ll need an OC ref there to do the escort duty) then it&#039;s polite to mention that on the timetable, but this is rare enough that there are unlikely to be clashes.&lt;br /&gt;
&lt;br /&gt;
The HoW portal goes to realm pockets, not to areas of the real world. A pocket can be connected to various different areas of the real world, allowing people from different areas to meet - but everyone must go back to their previous real-world location afterwards - you can&#039;t drag someone through to a different real world location, or bring anyone from a different location back to Anvil with you.&lt;br /&gt;
&lt;br /&gt;
PCs never go to the Realms themselves - the realm pockets can be connected to areas of the Realms, but actually going through into the Realms is a one-way trip into death or Herald transformation (and consequent retirement, as heralds are not appropriate PCs).&lt;br /&gt;
&lt;br /&gt;
If you are using the HoW portal and the Mirror is up in the HoW, please inform whoever is operating the mirror (Dave Young will probably know who) of the time and realm of your HoW portal opening, so that it can display the relevant information for the players.&lt;br /&gt;
&lt;br /&gt;
You can distribute the information about the time of the HoW portal opening however you like - for limited-numbers audiences you should have an escort NPC who can check tickets or approve or disapprove of people going through. If you are running an open portal, be aware of the limits of the space you&#039;re using on the other end and try to make sure not more than the number of people who will fit will want to go through - having to close an unescorted portal against further entrants for safety reasons will probably disappoint players.&lt;br /&gt;
&lt;br /&gt;
=== CS Offices / Near Anvil ===&lt;br /&gt;
&lt;br /&gt;
Occasionally you will want to take players to &#039;a location near Anvil&#039; - this is mostly used for PLVs which use &#039;CS Offices&#039; and a &#039;Gateway&#039; located IC just off the side of the main Anvil area, but some small quests have also gone to do things in the &#039;CS Offices&#039; or &#039;CS Storage Tents&#039; just off the main area.&lt;br /&gt;
&lt;br /&gt;
This is very easy - just have an NPC walk them off the field and to the required location - no faff required.&lt;br /&gt;
&lt;br /&gt;
If you have any possibility that your players might be chased by other players, or there might be any other awkward action between the two areas, you might want to inform a field ref about what is going on so they can be around to make calls about what happens at the OC field edge.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Quest Area ===&lt;br /&gt;
&lt;br /&gt;
You need to book a Quest Area on the Self Service Timetable - closer to each event the Skirmish Team will fill in which slots are being used and which slots are free, and announce on the Plot FB group that it&#039;s ready for booking.&lt;br /&gt;
&lt;br /&gt;
Please remember to book an extra half-hour at least before your Gate time, for briefing, checking the layout, and getting people into position. If you have a large skirmish team attached (40+) you probably need an hour. Also make sure there&#039;s plenty of time at the end of your slot to get everyone out of the area leaving it clear for the next slot - if in doubt, just book an extra half hour.&lt;br /&gt;
&lt;br /&gt;
There are three quest areas - &#039;Copse&#039;, &#039;Orc Camp&#039; and &#039;Deep Woods&#039;.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a Quest Area remember that there&#039;s often quite a walk between it and the Sentinel Gate, and radio / network can be patchy in the woods - please try to leave someone behind at the Gate or in radio contact who knows what&#039;s going on once you&#039;ve taken the first group off to the quest area, especially if they haven&#039;t filled the conjunction and it&#039;s possible other people will try to come through late. Also, don&#039;t rely on being able to look things up in the woods - we&#039;re working on network coverage but some areas will be unable to see the database, so printouts of e.g. important item properties may well be useful.&lt;br /&gt;
&lt;br /&gt;
=== Encounter Tent ===&lt;br /&gt;
&lt;br /&gt;
=== Special Considerations for PLVs ===&lt;br /&gt;
&lt;br /&gt;
== Booking Resources ==&lt;br /&gt;
&lt;br /&gt;
=== Using Skirmish Crew ===&lt;br /&gt;
&lt;br /&gt;
=== Using Field NPCs ===&lt;br /&gt;
&lt;br /&gt;
=== Set Dressing ===&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1990</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1990"/>
		<updated>2016-06-14T10:29:15Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* CS Offices / Near Anvil */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you want to take the players off the main field to another location, then congratulations: you have a quest!&lt;br /&gt;
&lt;br /&gt;
There are several types of quest, e.g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outdoor Quests:&#039;&#039;&#039; You go through the Sentinel Gate and the quest takes place in a field/forest location in the quest area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tent Quests:&#039;&#039;&#039; You go through the Sentinel Gate to and the quest takes place in an encounter tent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoW Encounters / Eternal Audiences:&#039;&#039;&#039; You go through the HoW portal and the quest usually takes place in an encounter test (but might also use an outdoor quest area).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLVs / Trouble Near Anvil:&#039;&#039;&#039; You go off field to the &#039;CS Offices&#039; and into an encounter tent.&lt;br /&gt;
&lt;br /&gt;
Each possible quest route has its own implications:&lt;br /&gt;
&lt;br /&gt;
== Getting there ==&lt;br /&gt;
&lt;br /&gt;
=== Sentinel Gate ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a sentinel gate conjunction, you will need to set up a conjunction through the data interface. Please consult with either the encounter tent setters or the skirmish crew that are going to be helping deliver your quest before setting the number of people who can use the conjunction - the limits are usually based on how many people can fit in a set, or how many people can be given a good fight.&lt;br /&gt;
&lt;br /&gt;
You will then have to drop hints to the players to get them to go and check for the conjunction - this is called &#039;hooking&#039; the quest. The players will need to know the exact location so they can use Detect Magic on the Sentinel Gate to find out when your quest is and how many people they can take.&lt;br /&gt;
&lt;br /&gt;
Do not hook the quest to several groups without them knowing about each other. Please strongly avoid doing anything likely to end up with several groups turning up to the gate intending to go on the quest, only to be stymied by the gate size - no-one has any fun arguing at the gate. If you have to drop your hints to several groups of people, make sure they all know about each other well in advance of the quest time so they aren&#039;t left sorting it out at the gate. People rarely have any fun with not going on quests, so ideally attempt to tailor your quest so that the number of people who hear about it and want to go is similar to the number of people your conjunction accommodates.&lt;br /&gt;
&lt;br /&gt;
Make sure someone who will be at the gate at your conjunction time - e.g. an NPC, you, a skirmish ref, a field ref - knows exactly where the conjunction is going OOC and is happy to lead the players to the relevant location. Ideally, also make sure someone who will be in radio contact at the time knows this too - in case something happens to delay or incapacitate your primary source. Remember that non-Imperials can&#039;t go through the gate - so if your hook NPC is a Herald or otherwise not an Imperial citizen, you&#039;ll need someone else to escort the players on the other side of the gate. Remember that NPCs going through the gate count towards the gate number.&lt;br /&gt;
&lt;br /&gt;
Make sure that you have some kind of on-field presence making sure that either the quest happens, or we know about it well in advance if it&#039;s not happening - particularly if you have a skirmish group booked. It&#039;s no fun standing around in the woods wondering if the players will show up. The on-field NPCs like egregores, CS, bards, Darren for the Raptors etc should be your first port of call for this. It&#039;s okay to hint about quests in letters in packs, but it&#039;s a really bad idea to make that your only source of information; if you do give enough information in a pack to check a conjunction, make sure your NPC presence checks with the person who received that information to avoid the &#039;several groups turn up at the gate&#039; problem.&lt;br /&gt;
&lt;br /&gt;
=== HoW Portal ===&lt;br /&gt;
&lt;br /&gt;
If you want to use the HoW portal to get to your quest location, you will need two things: a time and an escort.&lt;br /&gt;
&lt;br /&gt;
The HoW portal isn&#039;t booked, because you usually need an IC escort to use it (so it&#039;s clear where you&#039;re going even if there&#039;s a clash) - if you want to have it just open to a location without an IC escort (in which case you&#039;ll need an OC ref there to do the escort duty) then it&#039;s polite to mention that on the timetable, but this is rare enough that there are unlikely to be clashes.&lt;br /&gt;
&lt;br /&gt;
The HoW portal goes to realm pockets, not to areas of the real world. A pocket can be connected to various different areas of the real world, allowing people from different areas to meet - but everyone must go back to their previous real-world location afterwards - you can&#039;t drag someone through to a different real world location, or bring anyone from a different location back to Anvil with you.&lt;br /&gt;
&lt;br /&gt;
PCs never go to the Realms themselves - the realm pockets can be connected to areas of the Realms, but actually going through into the Realms is a one-way trip into death or Herald transformation (and consequent retirement, as heralds are not appropriate PCs).&lt;br /&gt;
&lt;br /&gt;
If you are using the HoW portal and the Mirror is up in the HoW, please inform whoever is operating the mirror (Dave Young will probably know who) of the time and realm of your HoW portal opening, so that it can display the relevant information for the players.&lt;br /&gt;
&lt;br /&gt;
You can distribute the information about the time of the HoW portal opening however you like - for limited-numbers audiences you should have an escort NPC who can check tickets or approve or disapprove of people going through. If you are running an open portal, be aware of the limits of the space you&#039;re using on the other end and try to make sure not more than the number of people who will fit will want to go through - having to close an unescorted portal against further entrants for safety reasons will probably disappoint players.&lt;br /&gt;
&lt;br /&gt;
=== CS Offices / Near Anvil ===&lt;br /&gt;
&lt;br /&gt;
Occasionally you will want to take players to &#039;a location near Anvil&#039; - this is mostly used for PLVs which use &#039;CS Offices&#039; and a &#039;Gateway&#039; located IC just off the side of the main Anvil area, but some small quests have also gone to do things in the &#039;CS Offices&#039; or &#039;CS Storage Tents&#039; just off the main area.&lt;br /&gt;
&lt;br /&gt;
This is very easy - just have an NPC walk them off the field and to the required location - no faff required.&lt;br /&gt;
&lt;br /&gt;
If you have any possibility that your players might be chased by other players, or there might be any other awkward action between the two areas, you might want to inform a field ref about what is going on so they can be around to make calls about what happens at the OC field edge.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Quest Area ===&lt;br /&gt;
&lt;br /&gt;
=== Encounter Tent ===&lt;br /&gt;
&lt;br /&gt;
=== Special Considerations for PLVs ===&lt;br /&gt;
&lt;br /&gt;
== Booking Resources ==&lt;br /&gt;
&lt;br /&gt;
=== Using Skirmish Crew ===&lt;br /&gt;
&lt;br /&gt;
=== Using Field NPCs ===&lt;br /&gt;
&lt;br /&gt;
=== Set Dressing ===&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1989</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1989"/>
		<updated>2016-06-14T10:27:44Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* CS Offices / Near Anvil */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you want to take the players off the main field to another location, then congratulations: you have a quest!&lt;br /&gt;
&lt;br /&gt;
There are several types of quest, e.g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outdoor Quests:&#039;&#039;&#039; You go through the Sentinel Gate and the quest takes place in a field/forest location in the quest area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tent Quests:&#039;&#039;&#039; You go through the Sentinel Gate to and the quest takes place in an encounter tent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoW Encounters / Eternal Audiences:&#039;&#039;&#039; You go through the HoW portal and the quest usually takes place in an encounter test (but might also use an outdoor quest area).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLVs / Trouble Near Anvil:&#039;&#039;&#039; You go off field to the &#039;CS Offices&#039; and into an encounter tent.&lt;br /&gt;
&lt;br /&gt;
Each possible quest route has its own implications:&lt;br /&gt;
&lt;br /&gt;
== Getting there ==&lt;br /&gt;
&lt;br /&gt;
=== Sentinel Gate ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a sentinel gate conjunction, you will need to set up a conjunction through the data interface. Please consult with either the encounter tent setters or the skirmish crew that are going to be helping deliver your quest before setting the number of people who can use the conjunction - the limits are usually based on how many people can fit in a set, or how many people can be given a good fight.&lt;br /&gt;
&lt;br /&gt;
You will then have to drop hints to the players to get them to go and check for the conjunction - this is called &#039;hooking&#039; the quest. The players will need to know the exact location so they can use Detect Magic on the Sentinel Gate to find out when your quest is and how many people they can take.&lt;br /&gt;
&lt;br /&gt;
Do not hook the quest to several groups without them knowing about each other. Please strongly avoid doing anything likely to end up with several groups turning up to the gate intending to go on the quest, only to be stymied by the gate size - no-one has any fun arguing at the gate. If you have to drop your hints to several groups of people, make sure they all know about each other well in advance of the quest time so they aren&#039;t left sorting it out at the gate. People rarely have any fun with not going on quests, so ideally attempt to tailor your quest so that the number of people who hear about it and want to go is similar to the number of people your conjunction accommodates.&lt;br /&gt;
&lt;br /&gt;
Make sure someone who will be at the gate at your conjunction time - e.g. an NPC, you, a skirmish ref, a field ref - knows exactly where the conjunction is going OOC and is happy to lead the players to the relevant location. Ideally, also make sure someone who will be in radio contact at the time knows this too - in case something happens to delay or incapacitate your primary source. Remember that non-Imperials can&#039;t go through the gate - so if your hook NPC is a Herald or otherwise not an Imperial citizen, you&#039;ll need someone else to escort the players on the other side of the gate. Remember that NPCs going through the gate count towards the gate number.&lt;br /&gt;
&lt;br /&gt;
Make sure that you have some kind of on-field presence making sure that either the quest happens, or we know about it well in advance if it&#039;s not happening - particularly if you have a skirmish group booked. It&#039;s no fun standing around in the woods wondering if the players will show up. The on-field NPCs like egregores, CS, bards, Darren for the Raptors etc should be your first port of call for this. It&#039;s okay to hint about quests in letters in packs, but it&#039;s a really bad idea to make that your only source of information; if you do give enough information in a pack to check a conjunction, make sure your NPC presence checks with the person who received that information to avoid the &#039;several groups turn up at the gate&#039; problem.&lt;br /&gt;
&lt;br /&gt;
=== HoW Portal ===&lt;br /&gt;
&lt;br /&gt;
If you want to use the HoW portal to get to your quest location, you will need two things: a time and an escort.&lt;br /&gt;
&lt;br /&gt;
The HoW portal isn&#039;t booked, because you usually need an IC escort to use it (so it&#039;s clear where you&#039;re going even if there&#039;s a clash) - if you want to have it just open to a location without an IC escort (in which case you&#039;ll need an OC ref there to do the escort duty) then it&#039;s polite to mention that on the timetable, but this is rare enough that there are unlikely to be clashes.&lt;br /&gt;
&lt;br /&gt;
The HoW portal goes to realm pockets, not to areas of the real world. A pocket can be connected to various different areas of the real world, allowing people from different areas to meet - but everyone must go back to their previous real-world location afterwards - you can&#039;t drag someone through to a different real world location, or bring anyone from a different location back to Anvil with you.&lt;br /&gt;
&lt;br /&gt;
PCs never go to the Realms themselves - the realm pockets can be connected to areas of the Realms, but actually going through into the Realms is a one-way trip into death or Herald transformation (and consequent retirement, as heralds are not appropriate PCs).&lt;br /&gt;
&lt;br /&gt;
If you are using the HoW portal and the Mirror is up in the HoW, please inform whoever is operating the mirror (Dave Young will probably know who) of the time and realm of your HoW portal opening, so that it can display the relevant information for the players.&lt;br /&gt;
&lt;br /&gt;
You can distribute the information about the time of the HoW portal opening however you like - for limited-numbers audiences you should have an escort NPC who can check tickets or approve or disapprove of people going through. If you are running an open portal, be aware of the limits of the space you&#039;re using on the other end and try to make sure not more than the number of people who will fit will want to go through - having to close an unescorted portal against further entrants for safety reasons will probably disappoint players.&lt;br /&gt;
&lt;br /&gt;
=== CS Offices / Near Anvil ===&lt;br /&gt;
&lt;br /&gt;
Occasionally you will want to take players to &#039;a location near Anvil&#039; - this is mostly used for PLVs which use &#039;CS Offices&#039; and a &#039;Gateway&#039; located IC just off the side of the main Anvil area, but some small quests have also gone to do things in the &#039;CS Offices&#039; or &#039;CS Storage Tents&#039; just off the main area.&lt;br /&gt;
&lt;br /&gt;
This is very easy - just have an NPC walk them off the field and to the required location - no faff required.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Quest Area ===&lt;br /&gt;
&lt;br /&gt;
=== Encounter Tent ===&lt;br /&gt;
&lt;br /&gt;
=== Special Considerations for PLVs ===&lt;br /&gt;
&lt;br /&gt;
== Booking Resources ==&lt;br /&gt;
&lt;br /&gt;
=== Using Skirmish Crew ===&lt;br /&gt;
&lt;br /&gt;
=== Using Field NPCs ===&lt;br /&gt;
&lt;br /&gt;
=== Set Dressing ===&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1988</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1988"/>
		<updated>2016-06-14T10:26:06Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* HoW Portal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you want to take the players off the main field to another location, then congratulations: you have a quest!&lt;br /&gt;
&lt;br /&gt;
There are several types of quest, e.g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outdoor Quests:&#039;&#039;&#039; You go through the Sentinel Gate and the quest takes place in a field/forest location in the quest area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tent Quests:&#039;&#039;&#039; You go through the Sentinel Gate to and the quest takes place in an encounter tent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoW Encounters / Eternal Audiences:&#039;&#039;&#039; You go through the HoW portal and the quest usually takes place in an encounter test (but might also use an outdoor quest area).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLVs / Trouble Near Anvil:&#039;&#039;&#039; You go off field to the &#039;CS Offices&#039; and into an encounter tent.&lt;br /&gt;
&lt;br /&gt;
Each possible quest route has its own implications:&lt;br /&gt;
&lt;br /&gt;
== Getting there ==&lt;br /&gt;
&lt;br /&gt;
=== Sentinel Gate ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a sentinel gate conjunction, you will need to set up a conjunction through the data interface. Please consult with either the encounter tent setters or the skirmish crew that are going to be helping deliver your quest before setting the number of people who can use the conjunction - the limits are usually based on how many people can fit in a set, or how many people can be given a good fight.&lt;br /&gt;
&lt;br /&gt;
You will then have to drop hints to the players to get them to go and check for the conjunction - this is called &#039;hooking&#039; the quest. The players will need to know the exact location so they can use Detect Magic on the Sentinel Gate to find out when your quest is and how many people they can take.&lt;br /&gt;
&lt;br /&gt;
Do not hook the quest to several groups without them knowing about each other. Please strongly avoid doing anything likely to end up with several groups turning up to the gate intending to go on the quest, only to be stymied by the gate size - no-one has any fun arguing at the gate. If you have to drop your hints to several groups of people, make sure they all know about each other well in advance of the quest time so they aren&#039;t left sorting it out at the gate. People rarely have any fun with not going on quests, so ideally attempt to tailor your quest so that the number of people who hear about it and want to go is similar to the number of people your conjunction accommodates.&lt;br /&gt;
&lt;br /&gt;
Make sure someone who will be at the gate at your conjunction time - e.g. an NPC, you, a skirmish ref, a field ref - knows exactly where the conjunction is going OOC and is happy to lead the players to the relevant location. Ideally, also make sure someone who will be in radio contact at the time knows this too - in case something happens to delay or incapacitate your primary source. Remember that non-Imperials can&#039;t go through the gate - so if your hook NPC is a Herald or otherwise not an Imperial citizen, you&#039;ll need someone else to escort the players on the other side of the gate. Remember that NPCs going through the gate count towards the gate number.&lt;br /&gt;
&lt;br /&gt;
Make sure that you have some kind of on-field presence making sure that either the quest happens, or we know about it well in advance if it&#039;s not happening - particularly if you have a skirmish group booked. It&#039;s no fun standing around in the woods wondering if the players will show up. The on-field NPCs like egregores, CS, bards, Darren for the Raptors etc should be your first port of call for this. It&#039;s okay to hint about quests in letters in packs, but it&#039;s a really bad idea to make that your only source of information; if you do give enough information in a pack to check a conjunction, make sure your NPC presence checks with the person who received that information to avoid the &#039;several groups turn up at the gate&#039; problem.&lt;br /&gt;
&lt;br /&gt;
=== HoW Portal ===&lt;br /&gt;
&lt;br /&gt;
If you want to use the HoW portal to get to your quest location, you will need two things: a time and an escort.&lt;br /&gt;
&lt;br /&gt;
The HoW portal isn&#039;t booked, because you usually need an IC escort to use it (so it&#039;s clear where you&#039;re going even if there&#039;s a clash) - if you want to have it just open to a location without an IC escort (in which case you&#039;ll need an OC ref there to do the escort duty) then it&#039;s polite to mention that on the timetable, but this is rare enough that there are unlikely to be clashes.&lt;br /&gt;
&lt;br /&gt;
The HoW portal goes to realm pockets, not to areas of the real world. A pocket can be connected to various different areas of the real world, allowing people from different areas to meet - but everyone must go back to their previous real-world location afterwards - you can&#039;t drag someone through to a different real world location, or bring anyone from a different location back to Anvil with you.&lt;br /&gt;
&lt;br /&gt;
PCs never go to the Realms themselves - the realm pockets can be connected to areas of the Realms, but actually going through into the Realms is a one-way trip into death or Herald transformation (and consequent retirement, as heralds are not appropriate PCs).&lt;br /&gt;
&lt;br /&gt;
If you are using the HoW portal and the Mirror is up in the HoW, please inform whoever is operating the mirror (Dave Young will probably know who) of the time and realm of your HoW portal opening, so that it can display the relevant information for the players.&lt;br /&gt;
&lt;br /&gt;
You can distribute the information about the time of the HoW portal opening however you like - for limited-numbers audiences you should have an escort NPC who can check tickets or approve or disapprove of people going through. If you are running an open portal, be aware of the limits of the space you&#039;re using on the other end and try to make sure not more than the number of people who will fit will want to go through - having to close an unescorted portal against further entrants for safety reasons will probably disappoint players.&lt;br /&gt;
&lt;br /&gt;
=== CS Offices / Near Anvil ===&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Quest Area ===&lt;br /&gt;
&lt;br /&gt;
=== Encounter Tent ===&lt;br /&gt;
&lt;br /&gt;
=== Special Considerations for PLVs ===&lt;br /&gt;
&lt;br /&gt;
== Booking Resources ==&lt;br /&gt;
&lt;br /&gt;
=== Using Skirmish Crew ===&lt;br /&gt;
&lt;br /&gt;
=== Using Field NPCs ===&lt;br /&gt;
&lt;br /&gt;
=== Set Dressing ===&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1987</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1987"/>
		<updated>2016-06-14T10:23:36Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* HoW Portal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you want to take the players off the main field to another location, then congratulations: you have a quest!&lt;br /&gt;
&lt;br /&gt;
There are several types of quest, e.g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outdoor Quests:&#039;&#039;&#039; You go through the Sentinel Gate and the quest takes place in a field/forest location in the quest area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tent Quests:&#039;&#039;&#039; You go through the Sentinel Gate to and the quest takes place in an encounter tent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoW Encounters / Eternal Audiences:&#039;&#039;&#039; You go through the HoW portal and the quest usually takes place in an encounter test (but might also use an outdoor quest area).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLVs / Trouble Near Anvil:&#039;&#039;&#039; You go off field to the &#039;CS Offices&#039; and into an encounter tent.&lt;br /&gt;
&lt;br /&gt;
Each possible quest route has its own implications:&lt;br /&gt;
&lt;br /&gt;
== Getting there ==&lt;br /&gt;
&lt;br /&gt;
=== Sentinel Gate ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a sentinel gate conjunction, you will need to set up a conjunction through the data interface. Please consult with either the encounter tent setters or the skirmish crew that are going to be helping deliver your quest before setting the number of people who can use the conjunction - the limits are usually based on how many people can fit in a set, or how many people can be given a good fight.&lt;br /&gt;
&lt;br /&gt;
You will then have to drop hints to the players to get them to go and check for the conjunction - this is called &#039;hooking&#039; the quest. The players will need to know the exact location so they can use Detect Magic on the Sentinel Gate to find out when your quest is and how many people they can take.&lt;br /&gt;
&lt;br /&gt;
Do not hook the quest to several groups without them knowing about each other. Please strongly avoid doing anything likely to end up with several groups turning up to the gate intending to go on the quest, only to be stymied by the gate size - no-one has any fun arguing at the gate. If you have to drop your hints to several groups of people, make sure they all know about each other well in advance of the quest time so they aren&#039;t left sorting it out at the gate. People rarely have any fun with not going on quests, so ideally attempt to tailor your quest so that the number of people who hear about it and want to go is similar to the number of people your conjunction accommodates.&lt;br /&gt;
&lt;br /&gt;
Make sure someone who will be at the gate at your conjunction time - e.g. an NPC, you, a skirmish ref, a field ref - knows exactly where the conjunction is going OOC and is happy to lead the players to the relevant location. Ideally, also make sure someone who will be in radio contact at the time knows this too - in case something happens to delay or incapacitate your primary source. Remember that non-Imperials can&#039;t go through the gate - so if your hook NPC is a Herald or otherwise not an Imperial citizen, you&#039;ll need someone else to escort the players on the other side of the gate. Remember that NPCs going through the gate count towards the gate number.&lt;br /&gt;
&lt;br /&gt;
Make sure that you have some kind of on-field presence making sure that either the quest happens, or we know about it well in advance if it&#039;s not happening - particularly if you have a skirmish group booked. It&#039;s no fun standing around in the woods wondering if the players will show up. The on-field NPCs like egregores, CS, bards, Darren for the Raptors etc should be your first port of call for this. It&#039;s okay to hint about quests in letters in packs, but it&#039;s a really bad idea to make that your only source of information; if you do give enough information in a pack to check a conjunction, make sure your NPC presence checks with the person who received that information to avoid the &#039;several groups turn up at the gate&#039; problem.&lt;br /&gt;
&lt;br /&gt;
=== HoW Portal ===&lt;br /&gt;
&lt;br /&gt;
If you want to use the HoW portal to get to your quest location, you will need two things: a time and an escort.&lt;br /&gt;
&lt;br /&gt;
The HoW portal isn&#039;t booked, because you usually need an IC escort to use it (so it&#039;s clear where you&#039;re going even if there&#039;s a clash) - if you want to have it just open to a location without an IC escort (in which case you&#039;ll need an OC ref there to do the escort duty) then it&#039;s polite to mention that on the timetable, but this is rare enough that there are unlikely to be clashes.&lt;br /&gt;
&lt;br /&gt;
The HoW portal goes to realm pockets, not to areas of the real world. A pocket can be connected to various different areas of the real world, allowing people from different areas to meet - but everyone must go back to their previous real-world location afterwards - you can&#039;t drag someone through to a different real world location, or bring anyone from a different location back to Anvil with you.&lt;br /&gt;
&lt;br /&gt;
PCs never go to the Realms themselves - the realm pockets can be connected to areas of the Realms, but actually going through into the Realms is a one-way trip into death or Herald transformation (and consequent retirement, as heralds are not appropriate PCs).&lt;br /&gt;
&lt;br /&gt;
If you are using the HoW portal and the Mirror is up in the HoW, please inform whoever is operating the mirror (Dave Young will probably know who) of the time and realm of your HoW portal opening, so that it can display the relevant information for the players.&lt;br /&gt;
&lt;br /&gt;
=== CS Offices / Near Anvil ===&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Quest Area ===&lt;br /&gt;
&lt;br /&gt;
=== Encounter Tent ===&lt;br /&gt;
&lt;br /&gt;
=== Special Considerations for PLVs ===&lt;br /&gt;
&lt;br /&gt;
== Booking Resources ==&lt;br /&gt;
&lt;br /&gt;
=== Using Skirmish Crew ===&lt;br /&gt;
&lt;br /&gt;
=== Using Field NPCs ===&lt;br /&gt;
&lt;br /&gt;
=== Set Dressing ===&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1986</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1986"/>
		<updated>2016-06-14T10:17:33Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you want to take the players off the main field to another location, then congratulations: you have a quest!&lt;br /&gt;
&lt;br /&gt;
There are several types of quest, e.g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outdoor Quests:&#039;&#039;&#039; You go through the Sentinel Gate and the quest takes place in a field/forest location in the quest area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tent Quests:&#039;&#039;&#039; You go through the Sentinel Gate to and the quest takes place in an encounter tent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoW Encounters / Eternal Audiences:&#039;&#039;&#039; You go through the HoW portal and the quest usually takes place in an encounter test (but might also use an outdoor quest area).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLVs / Trouble Near Anvil:&#039;&#039;&#039; You go off field to the &#039;CS Offices&#039; and into an encounter tent.&lt;br /&gt;
&lt;br /&gt;
Each possible quest route has its own implications:&lt;br /&gt;
&lt;br /&gt;
== Getting there ==&lt;br /&gt;
&lt;br /&gt;
=== Sentinel Gate ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a sentinel gate conjunction, you will need to set up a conjunction through the data interface. Please consult with either the encounter tent setters or the skirmish crew that are going to be helping deliver your quest before setting the number of people who can use the conjunction - the limits are usually based on how many people can fit in a set, or how many people can be given a good fight.&lt;br /&gt;
&lt;br /&gt;
You will then have to drop hints to the players to get them to go and check for the conjunction - this is called &#039;hooking&#039; the quest. The players will need to know the exact location so they can use Detect Magic on the Sentinel Gate to find out when your quest is and how many people they can take.&lt;br /&gt;
&lt;br /&gt;
Do not hook the quest to several groups without them knowing about each other. Please strongly avoid doing anything likely to end up with several groups turning up to the gate intending to go on the quest, only to be stymied by the gate size - no-one has any fun arguing at the gate. If you have to drop your hints to several groups of people, make sure they all know about each other well in advance of the quest time so they aren&#039;t left sorting it out at the gate. People rarely have any fun with not going on quests, so ideally attempt to tailor your quest so that the number of people who hear about it and want to go is similar to the number of people your conjunction accommodates.&lt;br /&gt;
&lt;br /&gt;
Make sure someone who will be at the gate at your conjunction time - e.g. an NPC, you, a skirmish ref, a field ref - knows exactly where the conjunction is going OOC and is happy to lead the players to the relevant location. Ideally, also make sure someone who will be in radio contact at the time knows this too - in case something happens to delay or incapacitate your primary source. Remember that non-Imperials can&#039;t go through the gate - so if your hook NPC is a Herald or otherwise not an Imperial citizen, you&#039;ll need someone else to escort the players on the other side of the gate. Remember that NPCs going through the gate count towards the gate number.&lt;br /&gt;
&lt;br /&gt;
Make sure that you have some kind of on-field presence making sure that either the quest happens, or we know about it well in advance if it&#039;s not happening - particularly if you have a skirmish group booked. It&#039;s no fun standing around in the woods wondering if the players will show up. The on-field NPCs like egregores, CS, bards, Darren for the Raptors etc should be your first port of call for this. It&#039;s okay to hint about quests in letters in packs, but it&#039;s a really bad idea to make that your only source of information; if you do give enough information in a pack to check a conjunction, make sure your NPC presence checks with the person who received that information to avoid the &#039;several groups turn up at the gate&#039; problem.&lt;br /&gt;
&lt;br /&gt;
=== HoW Portal ===&lt;br /&gt;
&lt;br /&gt;
=== CS Offices / Near Anvil ===&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Quest Area ===&lt;br /&gt;
&lt;br /&gt;
=== Encounter Tent ===&lt;br /&gt;
&lt;br /&gt;
=== Special Considerations for PLVs ===&lt;br /&gt;
&lt;br /&gt;
== Booking Resources ==&lt;br /&gt;
&lt;br /&gt;
=== Using Skirmish Crew ===&lt;br /&gt;
&lt;br /&gt;
=== Using Field NPCs ===&lt;br /&gt;
&lt;br /&gt;
=== Set Dressing ===&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Player_Packs&amp;diff=1985</id>
		<title>Player Packs</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Player_Packs&amp;diff=1985"/>
		<updated>2016-06-13T15:26:30Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There&#039;s a page on the plot wiki for things to go in people&#039;s packs, linked from the overview for each event.&lt;br /&gt;
&lt;br /&gt;
Things to go on this page should be:&lt;br /&gt;
&lt;br /&gt;
* In a PDF ready to print - there are some templates linked from the page to give your insert a more official look if it&#039;s an effect or an explanation of something that happened, or specify IC paper for letters etc.. Or a ribbon ID that can be printed. Including things that can&#039;t be easily put in a PDF to print can be done, but talk to Waz separately about how to arrange this.&lt;br /&gt;
* Accompanied by the name and CID of the pack(s) you want it included in&lt;br /&gt;
* On the page and ready to go by the Things In Packs deadline - this is usually the start of the weekend before the event, as packs are usually put together the weekend before the event, but should be updated on the page closer to the time of the event.&lt;br /&gt;
&lt;br /&gt;
Plot writers should not be trying to put things in packs at the event unless they have made a special arrangement with Waz to do so - it disrupts the process of getting packs out to players as early as possible to stagger the load on GOD at the start of the event.&lt;br /&gt;
&lt;br /&gt;
If you have something you wanted to distribute in a pack but have missed the deadline, consider the following options:&lt;br /&gt;
&lt;br /&gt;
* Some Navarr pick up a bunch of IC post to deliver each event - ideal for letters that aren&#039;t time-critical. Talk to John Haynes about where the pile is.&lt;br /&gt;
* The field refs are always delighted to deliver Winged Messengers from NPCs for you.&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Player_Packs&amp;diff=1984</id>
		<title>Player Packs</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Player_Packs&amp;diff=1984"/>
		<updated>2016-06-13T15:26:14Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: Created page with &amp;quot;There&amp;#039;s a page on the plot wiki for things to go in people&amp;#039;s packs, linked from the overview for each event.  Things to go on this page should be:  * In a PDF ready to print -...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There&#039;s a page on the plot wiki for things to go in people&#039;s packs, linked from the overview for each event.&lt;br /&gt;
&lt;br /&gt;
Things to go on this page should be:&lt;br /&gt;
&lt;br /&gt;
* In a PDF ready to print - there are some templates linked from the page to give your insert a more official look if it&#039;s an effect or an explanation of something that happened, or specify IC paper for letters etc.. Or a ribbon ID that can be printed. Including things that can&#039;t be easily put in a PDF to print can be done, but talk to Waz separately about how to arrange this.&lt;br /&gt;
* Accompanied by the name and CID of the pack(s) you want it included in&lt;br /&gt;
* On the page and ready to go by the Things In Packs deadline - this is usually the start of the weekend before the event, as packs are usually put together the weekend before the event, but should be updated on the page closer to the time of the event.&lt;br /&gt;
&lt;br /&gt;
Plot writers should not be trying to put things in packs at the event unless they have made a special arrangement with Waz to do so - it disrupts the process of getting packs out to players as early as possible to stagger the load on GOD at the start of the event.&lt;br /&gt;
&lt;br /&gt;
If you have something you wanted to distribute in a pack but have missed the deadline, consider the following options:&lt;br /&gt;
&lt;br /&gt;
* The Navarr pick up a bunch of IC post to deliver each event - ideal for letters that aren&#039;t time-critical. Talk to John Haynes about where the pile is.&lt;br /&gt;
* The field refs are always delighted to deliver Winged Messengers from NPCs for you.&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1983</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1983"/>
		<updated>2016-06-13T15:12:49Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* CS Offices */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you want to take the players off the main field to another location, then congratulations: you have a quest!&lt;br /&gt;
&lt;br /&gt;
There are several types of quest, e.g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outdoor Quests:&#039;&#039;&#039; You go through the Sentinel Gate and the quest takes place in a field/forest location in the quest area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tent Quests:&#039;&#039;&#039; You go through the Sentinel Gate to and the quest takes place in an encounter tent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoW Encounters / Eternal Audiences:&#039;&#039;&#039; You go through the HoW portal and the quest usually takes place in an encounter test (but might also use an outdoor quest area).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLVs / Trouble Near Anvil:&#039;&#039;&#039; You go off field to the &#039;CS Offices&#039; and into an encounter tent.&lt;br /&gt;
&lt;br /&gt;
Each possible quest route has its own implications:&lt;br /&gt;
&lt;br /&gt;
=== Sentinel Gate ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a sentinel gate conjunction, you will need to set up a conjunction through the data interface. Please consult with either the encounter tent setters or the skirmish crew that are going to be helping deliver your quest before setting the number of people who can use the conjunction - the limits are usually based on how many people can fit in a set, or how many people can be given a good fight.&lt;br /&gt;
&lt;br /&gt;
You will then have to drop hints to the players to get them to go and check for the conjunction - this is called &#039;hooking&#039; the quest. The players will need to know the exact location so they can use Detect Magic on the Sentinel Gate to find out when your quest is and how many people they can take.&lt;br /&gt;
&lt;br /&gt;
Do not hook the quest to several groups without them knowing about each other. Please strongly avoid doing anything likely to end up with several groups turning up to the gate intending to go on the quest, only to be stymied by the gate size - no-one has any fun arguing at the gate. If you have to drop your hints to several groups of people, make sure they all know about each other well in advance of the quest time so they aren&#039;t left sorting it out at the gate. People rarely have any fun with not going on quests, so ideally attempt to tailor your quest so that the number of people who hear about it and want to go is similar to the number of people your conjunction accommodates.&lt;br /&gt;
&lt;br /&gt;
Make sure someone who will be at the gate at your conjunction time - e.g. an NPC, you, a skirmish ref, a field ref - knows exactly where the conjunction is going OOC and is happy to lead the players to the relevant location. Ideally, also make sure someone who will be in radio contact at the time knows this too - in case something happens to delay or incapacitate your primary source. Remember that non-Imperials can&#039;t go through the gate - so if your hook NPC is a Herald or otherwise not an Imperial citizen, you&#039;ll need someone else to escort the players on the other side of the gate. Remember that NPCs going through the gate count towards the gate number.&lt;br /&gt;
&lt;br /&gt;
Make sure that you have some kind of on-field presence making sure that either the quest happens, or we know about it well in advance if it&#039;s not happening - particularly if you have a skirmish group booked. It&#039;s no fun standing around in the woods wondering if the players will show up. The on-field NPCs like egregores, CS, bards, Darren for the Raptors etc should be your first port of call for this. It&#039;s okay to hint about quests in letters in packs, but it&#039;s a really bad idea to make that your only source of information; if you do give enough information in a pack to check a conjunction, make sure your NPC presence checks with the person who received that information to avoid the &#039;several groups turn up at the gate&#039; problem.&lt;br /&gt;
&lt;br /&gt;
=== HoW Portal ===&lt;br /&gt;
&lt;br /&gt;
=== CS Offices / Near Anvil ===&lt;br /&gt;
&lt;br /&gt;
=== Quest Area ===&lt;br /&gt;
&lt;br /&gt;
=== Encounter Tent ===&lt;br /&gt;
&lt;br /&gt;
=== Special Considerations for PLVs ===&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1982</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1982"/>
		<updated>2016-06-13T15:12:15Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Sentinel Gate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you want to take the players off the main field to another location, then congratulations: you have a quest!&lt;br /&gt;
&lt;br /&gt;
There are several types of quest, e.g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outdoor Quests:&#039;&#039;&#039; You go through the Sentinel Gate and the quest takes place in a field/forest location in the quest area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tent Quests:&#039;&#039;&#039; You go through the Sentinel Gate to and the quest takes place in an encounter tent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoW Encounters / Eternal Audiences:&#039;&#039;&#039; You go through the HoW portal and the quest usually takes place in an encounter test (but might also use an outdoor quest area).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLVs / Trouble Near Anvil:&#039;&#039;&#039; You go off field to the &#039;CS Offices&#039; and into an encounter tent.&lt;br /&gt;
&lt;br /&gt;
Each possible quest route has its own implications:&lt;br /&gt;
&lt;br /&gt;
=== Sentinel Gate ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a sentinel gate conjunction, you will need to set up a conjunction through the data interface. Please consult with either the encounter tent setters or the skirmish crew that are going to be helping deliver your quest before setting the number of people who can use the conjunction - the limits are usually based on how many people can fit in a set, or how many people can be given a good fight.&lt;br /&gt;
&lt;br /&gt;
You will then have to drop hints to the players to get them to go and check for the conjunction - this is called &#039;hooking&#039; the quest. The players will need to know the exact location so they can use Detect Magic on the Sentinel Gate to find out when your quest is and how many people they can take.&lt;br /&gt;
&lt;br /&gt;
Do not hook the quest to several groups without them knowing about each other. Please strongly avoid doing anything likely to end up with several groups turning up to the gate intending to go on the quest, only to be stymied by the gate size - no-one has any fun arguing at the gate. If you have to drop your hints to several groups of people, make sure they all know about each other well in advance of the quest time so they aren&#039;t left sorting it out at the gate. People rarely have any fun with not going on quests, so ideally attempt to tailor your quest so that the number of people who hear about it and want to go is similar to the number of people your conjunction accommodates.&lt;br /&gt;
&lt;br /&gt;
Make sure someone who will be at the gate at your conjunction time - e.g. an NPC, you, a skirmish ref, a field ref - knows exactly where the conjunction is going OOC and is happy to lead the players to the relevant location. Ideally, also make sure someone who will be in radio contact at the time knows this too - in case something happens to delay or incapacitate your primary source. Remember that non-Imperials can&#039;t go through the gate - so if your hook NPC is a Herald or otherwise not an Imperial citizen, you&#039;ll need someone else to escort the players on the other side of the gate. Remember that NPCs going through the gate count towards the gate number.&lt;br /&gt;
&lt;br /&gt;
Make sure that you have some kind of on-field presence making sure that either the quest happens, or we know about it well in advance if it&#039;s not happening - particularly if you have a skirmish group booked. It&#039;s no fun standing around in the woods wondering if the players will show up. The on-field NPCs like egregores, CS, bards, Darren for the Raptors etc should be your first port of call for this. It&#039;s okay to hint about quests in letters in packs, but it&#039;s a really bad idea to make that your only source of information; if you do give enough information in a pack to check a conjunction, make sure your NPC presence checks with the person who received that information to avoid the &#039;several groups turn up at the gate&#039; problem.&lt;br /&gt;
&lt;br /&gt;
=== HoW Portal ===&lt;br /&gt;
&lt;br /&gt;
=== CS Offices ===&lt;br /&gt;
&lt;br /&gt;
=== Quest Area ===&lt;br /&gt;
&lt;br /&gt;
=== Encounter Tent ===&lt;br /&gt;
&lt;br /&gt;
=== Special Considerations for PLVs ===&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1981</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1981"/>
		<updated>2016-06-13T15:08:11Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Sentinel Gate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you want to take the players off the main field to another location, then congratulations: you have a quest!&lt;br /&gt;
&lt;br /&gt;
There are several types of quest, e.g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outdoor Quests:&#039;&#039;&#039; You go through the Sentinel Gate and the quest takes place in a field/forest location in the quest area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tent Quests:&#039;&#039;&#039; You go through the Sentinel Gate to and the quest takes place in an encounter tent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoW Encounters / Eternal Audiences:&#039;&#039;&#039; You go through the HoW portal and the quest usually takes place in an encounter test (but might also use an outdoor quest area).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLVs / Trouble Near Anvil:&#039;&#039;&#039; You go off field to the &#039;CS Offices&#039; and into an encounter tent.&lt;br /&gt;
&lt;br /&gt;
Each possible quest route has its own implications:&lt;br /&gt;
&lt;br /&gt;
=== Sentinel Gate ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a sentinel gate conjunction, you will need to set up a conjunction through the data interface. Please consult with either the encounter tent setters or the skirmish crew that are going to be helping deliver your quest before setting the number of people who can use the conjunction - the limits are usually based on how many people can fit in a set, or how many people can be given a good fight.&lt;br /&gt;
&lt;br /&gt;
You will then have to drop hints to the players to get them to go and check for the conjunction - this is called &#039;hooking&#039; the quest. The players will need to know the exact location so they can use Detect Magic on the Sentinel Gate to find out when your quest is and how many people they can take.&lt;br /&gt;
&lt;br /&gt;
Do not hook the quest to several groups without them knowing about each other. Please strongly avoid doing anything likely to end up with several groups turning up to the gate intending to go on the quest, only to be stymied by the gate size - no-one has any fun arguing at the gate. If you have to drop your hints to several groups of people, make sure they all know about each other well in advance of the quest time so they aren&#039;t left sorting it out at the gate. People rarely have any fun with not going on quests, so ideally attempt to tailor your quest so that the number of people who hear about it and want to go is similar to the number of people your conjunction accommodates.&lt;br /&gt;
&lt;br /&gt;
Make sure someone who will be at the gate at your conjunction time - e.g. an NPC, you, a skirmish ref, a field ref - knows exactly where the conjunction is going OOC and is happy to lead the players to the relevant location. Ideally, also make sure someone who will be in radio contact at the time knows this too - in case something happens to delay or incapacitate your primary source.&lt;br /&gt;
&lt;br /&gt;
Make sure that you have some kind of on-field presence making sure that either the quest happens, or we know about it well in advance if it&#039;s not happening - particularly if you have a skirmish group booked. It&#039;s no fun standing around in the woods wondering if the players will show up. The on-field NPCs like egregores, CS, bards, Darren for the Raptors etc should be your first port of call for this. It&#039;s okay to hint about quests in letters in packs, but it&#039;s a really bad idea to make that your only source of information; if you do give enough information in a pack to check a conjunction, make sure your NPC presence checks with the person who received that information to avoid the &#039;several groups turn up at the gate&#039; problem.&lt;br /&gt;
&lt;br /&gt;
=== HoW Portal ===&lt;br /&gt;
&lt;br /&gt;
=== CS Offices ===&lt;br /&gt;
&lt;br /&gt;
=== Quest Area ===&lt;br /&gt;
&lt;br /&gt;
=== Encounter Tent ===&lt;br /&gt;
&lt;br /&gt;
=== Special Considerations for PLVs ===&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1980</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1980"/>
		<updated>2016-06-13T15:07:33Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Sentinel Gate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you want to take the players off the main field to another location, then congratulations: you have a quest!&lt;br /&gt;
&lt;br /&gt;
There are several types of quest, e.g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outdoor Quests:&#039;&#039;&#039; You go through the Sentinel Gate and the quest takes place in a field/forest location in the quest area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tent Quests:&#039;&#039;&#039; You go through the Sentinel Gate to and the quest takes place in an encounter tent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoW Encounters / Eternal Audiences:&#039;&#039;&#039; You go through the HoW portal and the quest usually takes place in an encounter test (but might also use an outdoor quest area).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLVs / Trouble Near Anvil:&#039;&#039;&#039; You go off field to the &#039;CS Offices&#039; and into an encounter tent.&lt;br /&gt;
&lt;br /&gt;
Each possible quest route has its own implications:&lt;br /&gt;
&lt;br /&gt;
=== Sentinel Gate ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a sentinel gate conjunction, you will need to set up a conjunction through the data interface. Please consult with either the encounter tent setters or the skirmish crew that are going to be helping deliver your quest before setting the number of people who can use the conjunction - the limits are usually based on how many people can fit in a set, or how many people can be given a good fight.&lt;br /&gt;
&lt;br /&gt;
You will then have to drop hints to the players to get them to go and check for the conjunction - this is called &#039;hooking&#039; the quest. The players will need to know the exact location so they can use Detect Magic on the Sentinel Gate to find out when your quest is and how many people they can take.&lt;br /&gt;
&lt;br /&gt;
Do not hook the quest to several groups without them knowing about each other. Please strongly avoid doing this - no-one has any fun arguing at the gate. If you have to drop your hints to several groups of people, make sure they all know about each other well in advance of the quest time so they aren&#039;t left sorting it out at the gate. People rarely have any fun with not going on quests, so ideally attempt to tailor your quest so that the number of people who hear about it and want to go is similar to the number of people your conjunction accommodates.&lt;br /&gt;
&lt;br /&gt;
Make sure someone who will be at the gate at your conjunction time - e.g. an NPC, you, a skirmish ref, a field ref - knows exactly where the conjunction is going OOC and is happy to lead the players to the relevant location. Ideally, also make sure someone who will be in radio contact at the time knows this too - in case something happens to delay or incapacitate your primary source.&lt;br /&gt;
&lt;br /&gt;
Make sure that you have some kind of on-field presence making sure that either the quest happens, or we know about it well in advance if it&#039;s not happening - particularly if you have a skirmish group booked. It&#039;s no fun standing around in the woods wondering if the players will show up. The on-field NPCs like egregores, CS, bards, Darren for the Raptors etc should be your first port of call for this. It&#039;s okay to hint about quests in letters in packs, but it&#039;s a really bad idea to make that your only source of information; if you do give enough information in a pack to check a conjunction, make sure your NPC presence checks with the person who received that information to avoid the &#039;several groups turn up at the gate&#039; problem.&lt;br /&gt;
&lt;br /&gt;
=== HoW Portal ===&lt;br /&gt;
&lt;br /&gt;
=== CS Offices ===&lt;br /&gt;
&lt;br /&gt;
=== Quest Area ===&lt;br /&gt;
&lt;br /&gt;
=== Encounter Tent ===&lt;br /&gt;
&lt;br /&gt;
=== Special Considerations for PLVs ===&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1979</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1979"/>
		<updated>2016-06-13T15:04:41Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you want to take the players off the main field to another location, then congratulations: you have a quest!&lt;br /&gt;
&lt;br /&gt;
There are several types of quest, e.g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outdoor Quests:&#039;&#039;&#039; You go through the Sentinel Gate and the quest takes place in a field/forest location in the quest area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tent Quests:&#039;&#039;&#039; You go through the Sentinel Gate to and the quest takes place in an encounter tent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoW Encounters / Eternal Audiences:&#039;&#039;&#039; You go through the HoW portal and the quest usually takes place in an encounter test (but might also use an outdoor quest area).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLVs / Trouble Near Anvil:&#039;&#039;&#039; You go off field to the &#039;CS Offices&#039; and into an encounter tent.&lt;br /&gt;
&lt;br /&gt;
Each possible quest route has its own implications:&lt;br /&gt;
&lt;br /&gt;
=== Sentinel Gate ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a sentinel gate conjunction, you will need to set up a conjunction through the data interface. Please consult with either the encounter tent setters or the skirmish crew that are going to be helping deliver your quest before setting the number of people who can use the conjunction - the limits are usually based on how many people can fit in a set, or how many people can be given a good fight.&lt;br /&gt;
&lt;br /&gt;
You will then have to drop hints to the players to get them to go and check for the conjunction - this is called &#039;hooking&#039; the quest. The players will need to know the exact location so they can use Detect Magic on the Sentinel Gate to find out when your quest is and how many people they can take.&lt;br /&gt;
&lt;br /&gt;
Do not hook the quest to several groups without them knowing about each other. Please strongly avoid doing this - no-one has any fun arguing at the gate. If you have to drop your hints to several groups of people, make sure they all know about each other well in advance of the quest time so they aren&#039;t left sorting it out at the gate. People rarely have any fun with not going on quests, so ideally attempt to tailor your quest so that the number of people who hear about it and want to go is similar to the number of people your conjunction accommodates.&lt;br /&gt;
&lt;br /&gt;
Make sure someone who will be at the gate at your conjunction time - e.g. an NPC, you, a skirmish ref, a field ref - knows exactly where the conjunction is going OOC and is happy to lead the players to the relevant location. Ideally, also make sure someone who will be in radio contact at the time knows this too - in case something happens to delay or incapacitate your primary source.&lt;br /&gt;
&lt;br /&gt;
=== HoW Portal ===&lt;br /&gt;
&lt;br /&gt;
=== CS Offices ===&lt;br /&gt;
&lt;br /&gt;
=== Quest Area ===&lt;br /&gt;
&lt;br /&gt;
=== Encounter Tent ===&lt;br /&gt;
&lt;br /&gt;
=== Special Considerations for PLVs ===&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1978</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1978"/>
		<updated>2016-06-13T15:04:22Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you want to take the players off the main field to another location, then congratulations: you have a quest!&lt;br /&gt;
&lt;br /&gt;
There are several types of quest, e.g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outdoor Quests:&#039;&#039;&#039; You go through the Sentinel Gate and the quest takes place in a field/forest location in the quest area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tent Quests:&#039;&#039;&#039; You go through the Sentinel Gate to and the quest takes place in an encounter tent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HoW Encounters / Eternal Audiences:&#039;&#039;&#039; You go through the HoW portal and the quest usually takes place in an encounter test (but might also use an outdoor quest area).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLVs:&#039;&#039; You go off field to the &#039;CS Offices&#039; and into an encounter tent.&lt;br /&gt;
&lt;br /&gt;
Each possible quest route has its own implications:&lt;br /&gt;
&lt;br /&gt;
=== Sentinel Gate ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a sentinel gate conjunction, you will need to set up a conjunction through the data interface. Please consult with either the encounter tent setters or the skirmish crew that are going to be helping deliver your quest before setting the number of people who can use the conjunction - the limits are usually based on how many people can fit in a set, or how many people can be given a good fight.&lt;br /&gt;
&lt;br /&gt;
You will then have to drop hints to the players to get them to go and check for the conjunction - this is called &#039;hooking&#039; the quest. The players will need to know the exact location so they can use Detect Magic on the Sentinel Gate to find out when your quest is and how many people they can take.&lt;br /&gt;
&lt;br /&gt;
Do not hook the quest to several groups without them knowing about each other. Please strongly avoid doing this - no-one has any fun arguing at the gate. If you have to drop your hints to several groups of people, make sure they all know about each other well in advance of the quest time so they aren&#039;t left sorting it out at the gate. People rarely have any fun with not going on quests, so ideally attempt to tailor your quest so that the number of people who hear about it and want to go is similar to the number of people your conjunction accommodates.&lt;br /&gt;
&lt;br /&gt;
Make sure someone who will be at the gate at your conjunction time - e.g. an NPC, you, a skirmish ref, a field ref - knows exactly where the conjunction is going OOC and is happy to lead the players to the relevant location. Ideally, also make sure someone who will be in radio contact at the time knows this too - in case something happens to delay or incapacitate your primary source.&lt;br /&gt;
&lt;br /&gt;
=== HoW Portal ===&lt;br /&gt;
&lt;br /&gt;
=== CS Offices ===&lt;br /&gt;
&lt;br /&gt;
=== Quest Area ===&lt;br /&gt;
&lt;br /&gt;
=== Encounter Tent ===&lt;br /&gt;
&lt;br /&gt;
=== Special Considerations for PLVs ===&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1977</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1977"/>
		<updated>2016-06-13T15:03:57Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you want to take the players off the main field to another location, then congratulations: you have a quest!&lt;br /&gt;
&lt;br /&gt;
There are several types of quest, e.g.&lt;br /&gt;
&lt;br /&gt;
Outdoor Quests: You go through the Sentinel Gate and the quest takes place in a field/forest location in the quest area.&lt;br /&gt;
&lt;br /&gt;
Tent Quests: You go through the Sentinel Gate to and the quest takes place in an encounter tent.&lt;br /&gt;
&lt;br /&gt;
HoW Encounters: You go through the HoW portal and the quest usually takes place in an encounter test (but might also use an outdoor quest area).&lt;br /&gt;
&lt;br /&gt;
PLVs: You go off field to the &#039;CS Offices&#039; and into an encounter tent.&lt;br /&gt;
&lt;br /&gt;
Each possible quest route has its own implications:&lt;br /&gt;
&lt;br /&gt;
=== Sentinel Gate ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a sentinel gate conjunction, you will need to set up a conjunction through the data interface. Please consult with either the encounter tent setters or the skirmish crew that are going to be helping deliver your quest before setting the number of people who can use the conjunction - the limits are usually based on how many people can fit in a set, or how many people can be given a good fight.&lt;br /&gt;
&lt;br /&gt;
You will then have to drop hints to the players to get them to go and check for the conjunction - this is called &#039;hooking&#039; the quest. The players will need to know the exact location so they can use Detect Magic on the Sentinel Gate to find out when your quest is and how many people they can take.&lt;br /&gt;
&lt;br /&gt;
Do not hook the quest to several groups without them knowing about each other. Please strongly avoid doing this - no-one has any fun arguing at the gate. If you have to drop your hints to several groups of people, make sure they all know about each other well in advance of the quest time so they aren&#039;t left sorting it out at the gate. People rarely have any fun with not going on quests, so ideally attempt to tailor your quest so that the number of people who hear about it and want to go is similar to the number of people your conjunction accommodates.&lt;br /&gt;
&lt;br /&gt;
Make sure someone who will be at the gate at your conjunction time - e.g. an NPC, you, a skirmish ref, a field ref - knows exactly where the conjunction is going OOC and is happy to lead the players to the relevant location. Ideally, also make sure someone who will be in radio contact at the time knows this too - in case something happens to delay or incapacitate your primary source.&lt;br /&gt;
&lt;br /&gt;
=== HoW Portal ===&lt;br /&gt;
&lt;br /&gt;
=== CS Offices ===&lt;br /&gt;
&lt;br /&gt;
=== Quest Area ===&lt;br /&gt;
&lt;br /&gt;
=== Encounter Tent ===&lt;br /&gt;
&lt;br /&gt;
=== Special Considerations for PLVs ===&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1976</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Quests&amp;diff=1976"/>
		<updated>2016-06-13T15:03:42Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: Created page with &amp;quot;If you want to take the players off the main field to another location, then congratulations: you have a quest!  There are four types of quest:  Outdoor Quests: You go through...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you want to take the players off the main field to another location, then congratulations: you have a quest!&lt;br /&gt;
&lt;br /&gt;
There are four types of quest:&lt;br /&gt;
&lt;br /&gt;
Outdoor Quests: You go through the Sentinel Gate and the quest takes place in a field/forest location in the quest area.&lt;br /&gt;
&lt;br /&gt;
Tent Quests: You go through the Sentinel Gate to and the quest takes place in an encounter tent.&lt;br /&gt;
&lt;br /&gt;
HoW Encounters: You go through the HoW portal and the quest usually takes place in an encounter test (but might also use an outdoor quest area).&lt;br /&gt;
&lt;br /&gt;
PLVs: You go off field to the &#039;CS Offices&#039; and into an encounter tent.&lt;br /&gt;
&lt;br /&gt;
Each possible quest route has its own implications:&lt;br /&gt;
&lt;br /&gt;
=== Sentinel Gate ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a sentinel gate conjunction, you will need to set up a conjunction through the data interface. Please consult with either the encounter tent setters or the skirmish crew that are going to be helping deliver your quest before setting the number of people who can use the conjunction - the limits are usually based on how many people can fit in a set, or how many people can be given a good fight.&lt;br /&gt;
&lt;br /&gt;
You will then have to drop hints to the players to get them to go and check for the conjunction - this is called &#039;hooking&#039; the quest. The players will need to know the exact location so they can use Detect Magic on the Sentinel Gate to find out when your quest is and how many people they can take.&lt;br /&gt;
&lt;br /&gt;
Do not hook the quest to several groups without them knowing about each other. Please strongly avoid doing this - no-one has any fun arguing at the gate. If you have to drop your hints to several groups of people, make sure they all know about each other well in advance of the quest time so they aren&#039;t left sorting it out at the gate. People rarely have any fun with not going on quests, so ideally attempt to tailor your quest so that the number of people who hear about it and want to go is similar to the number of people your conjunction accommodates.&lt;br /&gt;
&lt;br /&gt;
Make sure someone who will be at the gate at your conjunction time - e.g. an NPC, you, a skirmish ref, a field ref - knows exactly where the conjunction is going OOC and is happy to lead the players to the relevant location. Ideally, also make sure someone who will be in radio contact at the time knows this too - in case something happens to delay or incapacitate your primary source.&lt;br /&gt;
&lt;br /&gt;
=== HoW Portal ===&lt;br /&gt;
&lt;br /&gt;
=== CS Offices ===&lt;br /&gt;
&lt;br /&gt;
=== Quest Area ===&lt;br /&gt;
&lt;br /&gt;
=== Encounter Tent ===&lt;br /&gt;
&lt;br /&gt;
=== Special Considerations for PLVs ===&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Plot_tools&amp;diff=1975</id>
		<title>Plot tools</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Plot_tools&amp;diff=1975"/>
		<updated>2016-06-13T14:54:43Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Logistical Elements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
The main wiki describes a set of plot guidelines - but these are really a set of rules for things not to do. There is a lot of advice on what to avoid writing - and it is important for aspiring plot writers to ensure that they had read these guidelines - but there is almost nothing on what you can write, or more importantly what tools exist to write plot with. That information is described here.&lt;br /&gt;
&lt;br /&gt;
There is a lot to read here! The previous game we ran had something of a shortage of interesting elements to create plot with. For this reason, when Empire was created we made a conscious effort to fill it with as many plot elements as we could possibly manage.&lt;br /&gt;
&lt;br /&gt;
==Incomplete==&lt;br /&gt;
The material listed on this page is incomplete - the section on campaign elements is complete and the first half of the structural elements have been written, but the remainder is blank. It&#039;s not clear if this material has ever proved of any benefit to anyone - so I haven&#039;t made time to complete it. If there is a specific section that is currently incomplete that would be useful, please let me know and I&#039;ll look at trying to write that section.&lt;br /&gt;
&lt;br /&gt;
==Campaign Elements==&lt;br /&gt;
Empire is a closed world - that means that everything that exists in the world is known of - if not about. In Empire we can&#039;t introduce a race of giants - because we want one for a plot - giants don&#039;t exist in the world and the whole concept of a closed world is to preclude the ad hoc creation of new things. The closed world of Empire is described in great detail on the wiki.&lt;br /&gt;
&lt;br /&gt;
Ideally, this should channel our imagination, rather than limiting it. For example, we can&#039;t suddenly create a brand new Imperial institution, the Forgers - and claim they have always been there. But there is an Imperial Mint in the setting - if we want to run a plot about forgery (please don&#039;t!) - we could use the Mint and create a dishonest NPC who works for the Mint.&lt;br /&gt;
&lt;br /&gt;
To make this process viable, the Empire setting is filled with scores of &#039;&#039;campaign elements&#039;&#039;, things that exist in the world that can be used as base elements for plots.&lt;br /&gt;
&lt;br /&gt;
* [[Nations]]&lt;br /&gt;
* [[Imperial institutions]]&lt;br /&gt;
* [[Internal threats]]&lt;br /&gt;
* [[Barbarians]]&lt;br /&gt;
* [[Foreign powers]]&lt;br /&gt;
* [[Eternals and realms]]&lt;br /&gt;
* [[Imperial history]]&lt;br /&gt;
&lt;br /&gt;
==Structural Elements==&lt;br /&gt;
As a LRP game, Empire has a defined format that provides a number of structural elements that can be used to develop plot. These structural elements include opportunities to introduce, develop or resolve plot - like quests and battles, potential sources of plot through backgrounds and skills, and various mechanisms for plot delivery that I have loosely called economics.&lt;br /&gt;
&lt;br /&gt;
A good knowledge of the structural elements of Empire will help to make it easier to create plot that runs smoothly at events and that links up with the things that players can actually &#039;&#039;&#039;do&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* [[War]]&lt;br /&gt;
* [[Backgrounds]]&lt;br /&gt;
* [[Economics]]&lt;br /&gt;
* [[Magic]]&lt;br /&gt;
* [[Religion]]&lt;br /&gt;
&lt;br /&gt;
==Logistical Elements==&lt;br /&gt;
Every LRP event includes a number of logistical elements - these are the functional elements from which the game is built. NPCs, ribbons, money, etc. A good understanding of what logistical elements exist, how they are put together and how you can use them will help make it easier to write and run plot.&lt;br /&gt;
&lt;br /&gt;
*[[Player Packs]]&lt;br /&gt;
*[[How_To_Make_Ribbons]]&lt;br /&gt;
*[[Quests]]&lt;br /&gt;
*[[Money, Resources &amp;amp; Cards]]&lt;br /&gt;
*[[Field NPCs]]&lt;br /&gt;
*[[Letters]]&lt;br /&gt;
*[[Divinations]]&lt;br /&gt;
*[[Bestiary]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Civil Service===&lt;br /&gt;
===Egregores &amp;amp; Bards===&lt;br /&gt;
===Tavern===&lt;br /&gt;
===Skirmish Team===&lt;br /&gt;
===NPC Team===&lt;br /&gt;
&lt;br /&gt;
Empire has a number of rituals that can be used by players to gain information about a situation, item or place. Two rituals bear special mention - [[EmpireWiki:Whispering Shadow Courtiers|Whispering Shadow Courtiers]] and [[EmpireWiki:Signs and Portents|Signs and Portents]] can be used to seed information or story hooks into the game directly.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Plot Further Reading}}&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Time_off&amp;diff=1856</id>
		<title>Time off</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Time_off&amp;diff=1856"/>
		<updated>2016-02-26T09:47:07Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=DeadEgregore.jpg|align=left|width=300px}}&lt;br /&gt;
==Overview==&lt;br /&gt;
All crew will receive some time-off during the event to allow them to relax and take a break. You are welcome to use use this time to play a character, but we ask all crew who are playing the game to follow the simple guidelines laid out below. These principles are designed to ensure that you can roleplay without worrying that anything you are doing might undermine the event for other participants. If you think anything you are doing is likely to be a concern, then check the issue with Matt Pennington for further guidance.&lt;br /&gt;
&lt;br /&gt;
==Hours==&lt;br /&gt;
The amount of time-off that crew get is primarily determined by the area they are working in. Each member of crew is assigned to a team, as laid out in the [[crew organization]] - your team leader will be able to let you know what hours they will need you and what time-off you can expect.&lt;br /&gt;
&lt;br /&gt;
===Plot Crew===&lt;br /&gt;
If you are a member of the plot crew then you are likely to be kept busy for &#039;&#039;most&#039;&#039; of the event - please do not anticipate that you will get more than a few hours off during time-in. As most plot crew get a chance to enjoy roleplaying many different roles throughout the event, they do not get the same options for taking time off to roleplay that other members of crew get, so you will not get long periods off to play your own character. &lt;br /&gt;
&lt;br /&gt;
===Event Crew===&lt;br /&gt;
We encourage the event crew team leaders to try, as far as possible, to rota their crew, so that you are able to take regular breaks. You are encouraged to use these breaks to play a character if you want - so that you can get a chance to experience the roleplaying at the event. &lt;br /&gt;
&lt;br /&gt;
===Site and Safety Crew===&lt;br /&gt;
You are very welcome to join in with other crewing activities once the site work is complete, but as site crew work flat out before and after the event, you are welcome to play most of the event if you wish to. However please do not assume you will be able to begin playing as soon as the event begins, site work is often not complete until a few hours after time-in. &lt;br /&gt;
&lt;br /&gt;
==Differentiation==&lt;br /&gt;
One of the goals is - as far as possible - to operate a standard setting of crewing guidelines across our crew. The ideal is to have the same rules for everyone. However in drawing up the rules, it is very clear that all our crew fall in to one of two categories. The first category are those crew who spend large amounts of time crewing &#039;&#039;during&#039;&#039; the event - doing very visible roles involved with &#039;&#039;&#039;managing&#039;&#039;&#039; and &#039;&#039;&#039;running&#039;&#039;&#039; the game. We have grouped these teams together in two departments, the event crew and the plot crew. &lt;br /&gt;
&lt;br /&gt;
The second category are those who often do most of the work before time-in or after time-out - mostly doing roles involved with &#039;&#039;&#039;supporting&#039;&#039;&#039; the game, handling things like electrics, site set-up, and so on. This are primarily involved with the site, but it also includes the weapon check team dealing with weapon safety. We&#039;ve brought these teams together under one department - the site crew. The crew working in this department are playing their character through-out the majority of time-in - as such they are playing the game just as any other player might.&lt;br /&gt;
&lt;br /&gt;
To try and keep things as simple as possible - we have created a single page to cover the guidelines for crew - but please note that the final three principles do not apply if your only crew as a member of one or more of the teams in the site crew. If you are &#039;&#039;not&#039;&#039; a member of one of the teams in the plot crew or the event crew, then &#039;&#039;the last three principles on avoiding crimes, Imperial titles and congregations do not apply to you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Basic Principles==&lt;br /&gt;
* No spoilers&lt;br /&gt;
* Crewing comes first&lt;br /&gt;
* Check in and out with your team leader&lt;br /&gt;
* Support the Game&lt;br /&gt;
* Don’t break Imperial laws&lt;br /&gt;
* Don’t take on Imperial titles&lt;br /&gt;
* Don’t take a congregation&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;An event is like a magicians trick - &#039;&#039;&#039;never&#039;&#039;&#039; pull back the curtain to show them how the trick is done&amp;lt;/ic&amp;gt;&lt;br /&gt;
===No Spoilers===&lt;br /&gt;
As a member of crew, you may well be privy to information some or all of the players do not have. It is vital that you firewall this information appropriately and do not mention it to other players at any time. Doing so spoils the event for the players and leads to accusations that damage the reputation of all the crew. We appreciate that this rule is very obvious to most people who have been crewing for any length of time, but as the most vital rule of crewing, it is important to spell it out explicitly. Spoiling the plot is more than just leaking plot details - it can includes simple things like warning players that a particular battle will be harder or that it contains a lot of a specific monster or call for example.&lt;br /&gt;
&lt;br /&gt;
In fact no spoilers is &#039;&#039;so important&#039;&#039; that you should bear this mind in rule at all times. Sensitive game information that you learn while crewing should never be divulged to players - before, during or after an event.&lt;br /&gt;
&lt;br /&gt;
In practice, this rule isn&#039;t really that different for players. It&#039;s bad form generally to spill important in-character information to other players unless you&#039;re in-character and roleplaying. But it&#039;s important for our crew to be responsible Empire participants and obviously you&#039;re much more likely to know important information than many players are.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;The real difference between crewing and playing is that crew put the event first&amp;lt;/ic&amp;gt;&lt;br /&gt;
===Crewing Comes First===&lt;br /&gt;
We’d like to avoid any situations where we are short on crew – we depend on everyone to be available when they are needed if they have come to Empire on a crew ticket. What we’re asking here is that you always put your responsibilities as crew first, rather than your character’s development or goals. If there is a specific IC event that you wish to attend, then we will accommodate this if we can, but ultimately if you are crewing then you are expected to be available to crew at the times you are needed. Sometimes that is going to mean that you miss out on bits of the game because we need you to help run it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;We have given you a place on the crew because we need you&amp;lt;/ic&amp;gt;&lt;br /&gt;
===Check In/Out===&lt;br /&gt;
Each department will manage this differently, but the basic expectation is that people will check verbally with their team leader before taking time-off. The goal is to allow team leaders to manage their teams, without having to annoy everyone with the hassle of formally signing in and out. Most event crew or plot crew will be asked to take a break of a few hours before returning to crewing; the site crew are more likely to be asked to be on call if they are needed or to check back in at a certain time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;Nobody &#039;&#039;wants&#039;&#039; the Spanish Inquisition&amp;lt;/ic&amp;gt;&lt;br /&gt;
===Support the Game===&lt;br /&gt;
* Play the brief&lt;br /&gt;
* Avoid comedy characters&lt;br /&gt;
* Don&#039;t play a stab-monkey&lt;br /&gt;
* Treat money and materials as if they were valuable&lt;br /&gt;
It is important that our crew are seen to be responsible participants in the game, many players will look at how crew play the game as an example of how it should be done. As such it is important that when you play a character, that character conforms to the brief. Obviously every character should be an individual, but don&#039;t play a Dawnish yeoman who despises the nobility - or a League citizen who wants to return to an agrarian lifestyle. Our characters should embody and personify the brief in a way that enriches and deepens the setting for everyone.&lt;br /&gt;
&lt;br /&gt;
Empire is designed to be a very serious political game in which there is a large amount of PvP politics, but murder is the last resort of the truly desperate. As such we discourage players from playing comedy characters with stupid names, and also encourage them not to play stab-monkeys who just want to hang round at night and murder people. There are great games that allow for both these styles of play - they&#039;re just not something we want in Empire. Consequently it&#039;s &#039;&#039;really&#039;&#039; important for our crew to avoid both of these play-styles.&lt;br /&gt;
&lt;br /&gt;
Finally, it is really important for crew who are taking in-character resources for their character to treat them as valuable. Much like a battle, the economy is a finely balanced thing - throwing money around as if it has no value damages that subtle balance in the same way that a monster taking too many hits damages the play balance of a fight. So please treat your resources as if they have real value to you. If you have money, spend it - but spend it carefully and don&#039;t flash your money around. If you have items to sell, spend some time roleplaying to extract the best price you can for them. If you don&#039;t want to be bothered haggling, don&#039;t take items to sell! You can get by perfectly adequately in Anvil with a dozen rings in your pocket for an evening&#039;s roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;You can&#039;t do the time - so don&#039;t do the crime!&amp;lt;/ic&amp;gt;&lt;br /&gt;
===Don’t break Imperial laws===&lt;br /&gt;
The Anvil setting in Empire is designed to be a law-abiding location - at least compared to most LRP settings. We work hard to encourage the majority of players that this is a game about political interaction, it&#039;s not about murdering people outside toilets or turning their tents over for their stuff. By not breaking the law, you are helping to reinforce the setting for everyone. Crew are allowed to play controversial characters, you are welcome to have a strong political agenda - provided you stay legal when pursuing your goals.&lt;br /&gt;
&lt;br /&gt;
Following the laws isn&#039;t just about sticking to the setting, there are issues involving &#039;&#039;perceptions&#039;&#039; of fairness; regardless of the actual facts it is hard for players to maintain trust in the game organizers if their characters have been done over by the people running the game. There are also genuine play-balance problems, with potential issues of crew characters getting away scott-free by leaving the field and returning to crew roles for the rest of the weekend- while players struggle in vain to hunt down the thief/murderer/arsonist/conclave streaker. That creates an element of disparity between players committing crimes and crew characters committing crimes – and we need to avoid these situations.&lt;br /&gt;
&lt;br /&gt;
The exception to this rule is for members of the crew who are playing full time throughout the majority of the event. Most players understand that these crew are &amp;quot;players&amp;quot; for the duration of the event, and as they are playing throughout the event they do not have the same conflict over their in-character time that other crew have.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;It&#039;s a player-led game&amp;lt;/ic&amp;gt;&lt;br /&gt;
===No Imperial Titles===&lt;br /&gt;
We very publicly promote Empire that as a player-led game. The players portray all the most important characters of the Empire, the senators, the generals, the archmages, etc. This is fundamental to the design of the game and is also one of its big selling points. If crew accept an Imperial title it undermines one of the selling points of the game and can lead to the same questions about fairness that affect in-character crimes. It is also undeniable that characters with titled positions have significant duties attached to them in the setting. Characters with an Imperial title have commitments on their time that are incompatible with the need for crew to be available when we need them.&lt;br /&gt;
&lt;br /&gt;
The exception to this rule is for members of the crew who are playing full time throughout the majority of the event. Most players understand that these crew are &amp;quot;players&amp;quot; for the duration of the event, and as they are playing throughout the event they do not have the same conflict over their in-character time that other crew have.&lt;br /&gt;
&lt;br /&gt;
===Don&#039;t take a Congregation===&lt;br /&gt;
&lt;br /&gt;
Because of how Synod voting works, if you&#039;re not on the field for a considerable amount of the event, you&#039;re likely to mess up the voting game for people trying to get a Greater Majority - your votes will count against the motion even though you couldn&#039;t have cast them, and people will get upset trying to find you when you&#039;re not around.&lt;br /&gt;
&lt;br /&gt;
For this reason, unless you can expect to be on the field for the majority of the event, we&#039;d rather you didn&#039;t take the Congregation resource with your character.&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Time_off&amp;diff=1849</id>
		<title>Time off</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Time_off&amp;diff=1849"/>
		<updated>2016-02-25T15:07:22Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=DeadEgregore.jpg|align=left|width=300px}}&lt;br /&gt;
==Overview==&lt;br /&gt;
All crew will receive some time-off during the event to allow them to relax and take a break. You are welcome to use use this time to play a character, but we ask all crew who are playing the game to follow the simple guidelines laid out below. These principles are designed to ensure that you can roleplay without worrying that anything you are doing might undermine the event for other participants. If you think anything you are doing is likely to be a concern, then check the issue with Matt Pennington for further guidance.&lt;br /&gt;
&lt;br /&gt;
==Hours==&lt;br /&gt;
The amount of time-off that crew get is primarily determined by the area they are working in. Each member of crew is assigned to a team, as laid out in the [[crew organization]] - your team leader will be able to let you know what hours they will need you and what time-off you can expect.&lt;br /&gt;
&lt;br /&gt;
===Plot Crew===&lt;br /&gt;
If you are a member of the plot crew then you are likely to be kept busy for &#039;&#039;most&#039;&#039; of the event - please do not anticipate that you will get more than a few hours off during time-in. As most plot crew get a chance to enjoy roleplaying many different roles throughout the event, they do not get the same options for taking time off to roleplay that other members of crew get, so you will not get long periods off to play your own character. &lt;br /&gt;
&lt;br /&gt;
===Event Crew===&lt;br /&gt;
We encourage the event crew team leaders to try, as far as possible, to rota their crew, so that you are able to take regular breaks. You are encouraged to use these breaks to play a character if you want - so that you can get a chance to experience the roleplaying at the event. &lt;br /&gt;
&lt;br /&gt;
===Site and Safety Crew===&lt;br /&gt;
You are very welcome to join in with other crewing activities once the site work is complete, but as site crew work flat out before and after the event, you are welcome to play most of the event if you wish to. However please do not assume you will be able to being playing as soon as the event begins, site work is often not complete until a few hours after time-in. &lt;br /&gt;
&lt;br /&gt;
==Differentiation==&lt;br /&gt;
One of the goals is - as far as possible - to operate a standard setting of crewing guidelines across our crew. The ideal is to have the same rules for everyone. However in drawing up the rules, it is very clear that all our crew fall in to one of two categories. The first category are those crew who spend large amounts of time crewing &#039;&#039;during&#039;&#039; the event - doing very visible roles involved with &#039;&#039;&#039;managing&#039;&#039;&#039; and &#039;&#039;&#039;running&#039;&#039;&#039; the game. We have grouped these teams together in two departments, the event crew and the plot crew. &lt;br /&gt;
&lt;br /&gt;
The second category are those who often do most of the work before time-in or after time-out - mostly doing roles involved with &#039;&#039;&#039;supporting&#039;&#039;&#039; the game, handling things like electrics, site set-up, and so on. This are primarily involved with the site, but it also includes the weapon check team dealing with weapon safety. We&#039;ve brought these teams together under one department - the site crew. The crew working in this department are playing their character through-out the majority of time-in - as such they are playing the game just as any other player might.&lt;br /&gt;
&lt;br /&gt;
To try and keep things as simple as possible - we have created a single page to cover the guidelines for crew - but please note that the final two principles do not apply if your only crew as a member of one or more of the teams in the site crew. If you are &#039;&#039;not&#039;&#039; a member of one of the teams in the plot crew or the event crew, then &#039;&#039;the last two principles on avoiding crimes and Imperial titles do not apply to you.&#039;&#039;&lt;br /&gt;
==Basic Principles==&lt;br /&gt;
* No spoilers&lt;br /&gt;
* Crewing comes first&lt;br /&gt;
* Check in and out with your team leader&lt;br /&gt;
* Support the Game&lt;br /&gt;
* Don’t break Imperial laws&lt;br /&gt;
* Don’t take on Imperial titles&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;An event is like a magicians trick - &#039;&#039;&#039;never&#039;&#039;&#039; pull back the curtain to show them how the trick is done&amp;lt;/ic&amp;gt;&lt;br /&gt;
===No Spoilers===&lt;br /&gt;
As a member of crew, you may well be privy to information some or all of the players do not have. It is vital that you firewall this information appropriately and do not mention it to other players at any time. Doing so spoils the event for the players and leads to accusations that damage the reputation of all the crew. We appreciate that this rule is very obvious to most people who have been crewing for any length of time, but as the most vital rule of crewing, it is important to spell it out explicitly. Spoiling the plot is more than just leaking plot details - it can includes simple things like warning players that a particular battle will be harder or that it contains a lot of a specific monster or call for example.&lt;br /&gt;
&lt;br /&gt;
In fact no spoilers is &#039;&#039;so important&#039;&#039; that you should bear this mind in rule at all times. Sensitive game information that you learn while crewing should never be divulged to players - before, during or after an event.&lt;br /&gt;
&lt;br /&gt;
In practice, this rule isn&#039;t really that different for players. It&#039;s bad form generally to spill important in-character information to other players unless you&#039;re in-character and roleplaying. But it&#039;s important for our crew to be responsible Empire participants and obviously you&#039;re much more likely to know important information than many players are.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;The real difference between crewing and playing is that crew put the event first&amp;lt;/ic&amp;gt;&lt;br /&gt;
===Crewing Comes First===&lt;br /&gt;
We’d like to avoid any situations where we are short on crew – we depend on everyone to be available when they are needed if they have come to Empire on a crew ticket. What we’re asking here is that you always put your responsibilities as crew first, rather than your character’s development or goals. If there is a specific IC event that you wish to attend, then we will accommodate this if we can, but ultimately if you are crewing then you are expected to be available to crew at the times you are needed. Sometimes that is going to mean that you miss out on bits of the game because we need you to help run it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;We have given you a place on the crew because we need you&amp;lt;/ic&amp;gt;&lt;br /&gt;
===Check In/Out===&lt;br /&gt;
Each department will manage this differently, but the basic expectation is that people will check verbally with their team leader before taking time-off. The goal is to allow team leaders to manage their teams, without having to annoy everyone with the hassle of formally signing in and out. Most event crew or plot crew will be asked to take a break of a few hours before returning to crewing; the site crew are more likely to be asked to be on call if they are needed or to check back in at a certain time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;Nobody &#039;&#039;wants&#039;&#039; the Spanish Inquisition&amp;lt;/ic&amp;gt;&lt;br /&gt;
===Support the Game===&lt;br /&gt;
* Play the brief&lt;br /&gt;
* Avoid comedy characters&lt;br /&gt;
* Don&#039;t play a stab-monkey&lt;br /&gt;
* Treat money and materials as if they were valuable&lt;br /&gt;
It is important that our crew are seen to be responsible participants in the game, many players will look at how crew play the game as an example of how it should be done. As such it is important that when you play a character, that character conforms to the brief. Obviously every character should be an individual, but don&#039;t play a Dawnish yeoman who despises the nobility - or a League citizen who wants to return to an agrarian lifestyle. Our characters should embody and personify the brief in a way that enriches and deepens the setting for everyone.&lt;br /&gt;
&lt;br /&gt;
Empire is designed to be a very serious political game in which there is a large amount of PvP politics, but murder is the last resort of the truly desperate. As such we discourage players from playing comedy characters with stupid names, and also encourage them not to play stab-monkeys who just want to hang round at night and murder people. There are great games that allow for both these styles of play - they&#039;re just not something we want in Empire. Consequently it&#039;s &#039;&#039;really&#039;&#039; important for our crew to avoid both of these play-styles.&lt;br /&gt;
&lt;br /&gt;
Finally, it is really important for crew who are taking in-character resources for their character to treat them as valuable. Much like a battle, the economy is a finely balanced thing - throwing money around as if it has no value damages that subtle balance in the same way that a monster taking too many hits damages the play balance of a fight. So please treat your resources as if they have real value to you. If you have money, spend it - but spend it carefully and don&#039;t flash your money around. If you have items to sell, spend some time roleplaying to extract the best price you can for them. If you don&#039;t want to be bothered haggling, don&#039;t take items to sell! You can get by perfectly adequately in Anvil with a dozen rings in your pocket for an evening&#039;s roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;You can&#039;t do the time - so don&#039;t do the crime!&amp;lt;/ic&amp;gt;&lt;br /&gt;
===Don’t break Imperial laws===&lt;br /&gt;
The Anvil setting in Empire is designed to be a law-abiding location - at least compared to most LRP settings. We work hard to encourage the majority of players that this is a game about political interaction, it&#039;s not about murdering people outside toilets or turning their tents over for their stuff. By not breaking the law, you are helping to reinforce the setting for everyone. Crew are allowed to play controversial characters, you are welcome to have a strong political agenda - provided you stay legal when pursuing your goals.&lt;br /&gt;
&lt;br /&gt;
Following the laws isn&#039;t just about sticking to the setting, there are issues involving &#039;&#039;perceptions&#039;&#039; of fairness; regardless of the actual facts it is hard for players to maintain trust in the game organizers if their characters have been done over by the people running the game. There are also genuine play-balance problems, with potential issues of crew characters getting away scott-free by leaving the field and returning to crew roles for the rest of the weekend- while players struggle in vain to hunt down the thief/murderer/arsonist/conclave streaker. That creates an element of disparity between players committing crimes and crew characters committing crimes – and we need to avoid these situations.&lt;br /&gt;
&lt;br /&gt;
The exception to this rule is for members of the crew who are playing full time throughout the majority of the event. Most players understand that these crew are &amp;quot;players&amp;quot; for the duration of the event, and as they are playing throughout the event they do not have the same conflict over their in-character time that other crew have.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;It&#039;s a player-led game&amp;lt;/ic&amp;gt;&lt;br /&gt;
===No Imperial Titles===&lt;br /&gt;
We very publicly promote Empire that as a player-led game. The players portray all the most important characters of the Empire, the senators, the generals, the archmages, etc. This is fundamental to the design of the game and is also one of its big selling points. If crew accept an Imperial title it undermines one of the selling points of the game and can lead to the same questions about fairness that affect in-character crimes. It is also undeniable that characters with titled positions have significant duties attached to them in the setting. Characters with an Imperial title have commitments on their time that are incompatible with the need for crew to be available when we need them.&lt;br /&gt;
&lt;br /&gt;
The exception to this rule is for members of the crew who are playing full time throughout the majority of the event. Most players understand that these crew are &amp;quot;players&amp;quot; for the duration of the event, and as they are playing throughout the event they do not have the same conflict over their in-character time that other crew have.&lt;br /&gt;
&lt;br /&gt;
===Don&#039;t take a Congregation===&lt;br /&gt;
&lt;br /&gt;
Because of how Synod voting works, if you&#039;re not on the field for a considerable amount of the event, you&#039;re likely to mess up the voting game for people trying to get a Greater Majority - your votes will count against the motion even though you couldn&#039;t have cast them, and people will get upset trying to find you when you&#039;re not around.&lt;br /&gt;
&lt;br /&gt;
For this reason, unless you can expect to be on the field for the majority of the event, we&#039;d rather you didn&#039;t take the Congregation resource with your character.&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Awkward_rituals&amp;diff=1800</id>
		<title>Awkward rituals</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Awkward_rituals&amp;diff=1800"/>
		<updated>2015-11-14T16:56:52Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The Ritual Caster user interface should make handling rituals really simple, displaying everything you need to tell the players and checking magnitudes. This leaves you free to concentrate on taking their mana crystals and traumatizing them.&lt;br /&gt;
&lt;br /&gt;
Of course, &amp;quot;should&amp;quot; is a lovely word, almost synonymous with &amp;quot;doesn&#039;t&amp;quot;. This page should help with working out what to do in a few cases where the ritual caster can&#039;t help.&lt;br /&gt;
&lt;br /&gt;
==Visions==&lt;br /&gt;
By default, visions are handled by giving the players a slip with the vision on it. They can read it as many times as they like, but they can&#039;t take notes or confer with each other. Take the slip back when they&#039;re done. You should have a small bag of the event&#039;s [[EmpireWiki:Signs and Portents|Signs and Portents]] responses in your ref gear, particularly on Friday night.&lt;br /&gt;
&lt;br /&gt;
==Curses==&lt;br /&gt;
Most curses at Empire are handled by the &amp;quot;hot potato&amp;quot; method. One of the ritual contributors gets 15 minutes to deliver the curse, or it hits them. So, right after the ritual, start a timer and follow them until they either find a target or their 15 minutes is up. Giving them a minute or so&#039;s notice that they&#039;re running out of time is probably polite; some characters will shove the curse on an innocent bystander rather than take it themselves, and that&#039;s good game. Delivery is by pointing at the target and monologuing.&lt;br /&gt;
&lt;br /&gt;
Currently we&#039;re handling curse effects by direct Matt action, so once you&#039;ve briefed the target on their immediate effects, take the character name and CID of the target (to insure against typos) and the name of the curse, and get this to Matt. You can radio this through to the ref desk, or leave a sheet of paper on Matt&#039;s desk; there&#039;s no great urgency, so you don&#039;t need to get hold of Matt directly.&lt;br /&gt;
&lt;br /&gt;
Of course, there are always exceptions. [[EmpireWiki:Scrivener&#039;s Bloodmark|Scrivener&#039;s Bloodmark]] lets the users curse the targets at some point in the next season, if they feel like it. The delivery mechanism is the same, but you don&#039;t have a hot potato to hurry them up. Use social pressure instead.&lt;br /&gt;
&lt;br /&gt;
==Divinations==&lt;br /&gt;
Divinations are awkward, because the information&#039;s often scattered all over the place; usually it&#039;s somewhere on the plot wiki. [[Plot team]] probably have a good idea where to look, but you might well not need to bother them.&lt;br /&gt;
&lt;br /&gt;
===Territory divination===&lt;br /&gt;
[[EmpireWiki:The Eye of the High Places|The Eye of the High Places]] and [[EmpireWiki:Eyes of the Sun and Moon|Eyes of the Sun and Moon]] have responses already written up by the campaign team for all legal targets. They should be somewhere in the ref hive mind, and hopefully you&#039;ll get told where at the event.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
If an item&#039;s having divination done on it, it should have a ribbon. Check the ref notes for that ribbon; if they&#039;re not informative, search the plot wiki for the ribbon ID. Failing that, ask plot support. If it doesn&#039;t have a ribbon then something&#039;s gone wrong; either the PCs have picked up some tat and become convinced it&#039;s important, or a plot item has gone out without a ribbon. It&#039;s probably the former, but telling the difference is challenging.&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
This currently always needs to be radio&#039;d in to the ref desk - we have no good way of tracking effects on characters currently - e.g. Insight effects are on a spreadsheet.&lt;br /&gt;
&lt;br /&gt;
Not all effects get tracked at all, so you will also need to ask the target what effects they&#039;re under, if at all possible - especially for curses, which can be transmitted by giving the target a curse card, and Insight, where you need to determine if they&#039;re carrying any ribboned items that might convey an Insight response.&lt;br /&gt;
&lt;br /&gt;
==Wards==&lt;br /&gt;
[[EmpireWiki:Hold Back Frozen Hunger|Hold Back Frozen Hunger]] and friends ward an area. In Anvil, get some AoE lammies made up and tell Plot. On a battle, let the monsters know and tell battle management: players shouldn&#039;t be casting this on a battle without letting us know in advance.&lt;br /&gt;
&lt;br /&gt;
==Rituals which get an NPC==&lt;br /&gt;
[[EmpireWiki:Whispers through the Black Gate|Whispers through the Black Gate]] and [[EmpireWiki:Challenge the Iron Duke|Challenge the Iron Duke]] both need plot to send out NPCs or sometimes dead PCs. Challenge the Iron Duke includes a written request; you can just fee that to Plot and they&#039;ll deal with it.&lt;br /&gt;
&lt;br /&gt;
By the time someone&#039;s casting Whispers, everything should be in place to run it. The awkward part of this ritual is how to handle someone giving you notice they intend to cast it. If you&#039;re really, really lucky, the target will be nearby, physrepping their corpse; ask them to be at GOD about half an hour before sunset, in that character&#039;s kit. If not, and the target is a dead PC, find their player (you don&#039;t have to do this yourself, egregores might be helpful here) and ask them to be at GOD etc. If the target is a dead NPC, ask Plot for help.&lt;br /&gt;
&lt;br /&gt;
[[Category:Reffing]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=How_To_Make_Ribbons&amp;diff=1597</id>
		<title>How To Make Ribbons</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=How_To_Make_Ribbons&amp;diff=1597"/>
		<updated>2015-07-21T14:30:34Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [http://www.profounddecisions.co.uk/empire/newribbon?4 Ribbon Creator] lets you make your own plot-related ribbons.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t access that page after logging into your normal PD account, you probably don&#039;t have the crew data flag active on your account. Ask Matthew Pennington to activate your account for data if you can&#039;t access this page and need to create ribbons for plot.&lt;br /&gt;
&lt;br /&gt;
Most of the ribbon creation process is well documented on the ribbon creator itself. Despite the text, all of the ribbon creation methods now work, not just the first. The only item-related effects which are not implemented yet are spiritual effects, such as Hallowings, and other RP effects added to a standard bonded item. &lt;br /&gt;
&lt;br /&gt;
If your item has a spiritual effect that should cause someone holding or bonded to it to have an Insight response, please put the details in the Ref Notes field for now.&lt;br /&gt;
&lt;br /&gt;
If your item should be Hallowed or otherwise needs to have an on-bond RP effect alongside a standard item power, create it as a unique bonded item, and copy the normal powers into the bonded power box before the RP effect. If your RP effect should not be detectable with magic, make sure you&#039;ve added a Detect Magic response with just the normal item powers.&lt;br /&gt;
&lt;br /&gt;
If you need help creating your ribbons, contact Michelle Taylor from Plot Support for further help and information (via Facebook or by email to chessypig at gmail dot com). If you receive any errors during the process, please contact Matthew Pennington as soon as possible so that he can look through the web logs and find the problem.&lt;br /&gt;
&lt;br /&gt;
Miscellaneous hints and tips on creating good items:&lt;br /&gt;
&lt;br /&gt;
* If you can possibly create your item as a standard magic item, please do so! You can change the name, give it a visible RP effect, and set up custom magic responses on a standard item - the only thing you can&#039;t change is what happens when they bond the item.&lt;br /&gt;
* Remember that people tie ribbons to things and generally abuse them - don&#039;t put an always-on effect that they need to react to quickly, especially a long rambling one, on a ribbon - remember that someone is going to have to read the ribbon, possibly having to untie it first, before they take your effect. Good ways of getting around this are effects that happen &#039;when you concentrate on this item&#039; or which say things like &#039;you start to feel...&#039; rather than &#039;you feel...&#039; - but also you want to keep the word count down and front-load things that are very important or obvious.&lt;br /&gt;
* If you&#039;re creating a standard item or a unique bondable item, it will default to having a year to run - feel free to reduce this by editing the second dropdown, especially for powerful items.&lt;br /&gt;
* If you&#039;re creating a Unique Non-bonded Item it will default to Expires on Activation - if it&#039;s actually an always-on effect rather than a one-shot, please consider giving it an expiry date by changing to Expires At Event and picking an event in the next year.&lt;br /&gt;
* If you&#039;re creating a Non-magical Item the expiry will default to Not Magical, which is the same as never expiring - if your item ought to have an expiry date, you should probably be thinking of calling it a Unique Non-bonded Item instead, even if it&#039;s not strictly &#039;magic&#039; that is powering it (e.g. an expiring foodstuff).&lt;br /&gt;
* Generally you shouldn&#039;t mess with the &#039;Event Created&#039; field - it will default to the current or upcoming event. This is an OOC field and used for tracking &#039;when did this ribbon get created&#039;, not &#039;when did this item get created&#039; - if that&#039;s important, stick it in Item History later.&lt;br /&gt;
&lt;br /&gt;
Curse Ribbon Tutorial:&lt;br /&gt;
&lt;br /&gt;
We currently use ribbons to track curses (hopefully we will get a better system eventually). Here is how to make your curse ribbon:&lt;br /&gt;
&lt;br /&gt;
* Select Activated Item&lt;br /&gt;
* Put the effect of the curse on the player (the bit that goes on the card/paper for them to read) in the &#039;activation effect&#039; box&lt;br /&gt;
* Put the source of the curse in the Creator box&lt;br /&gt;
* Put the name that goes on the card in the &#039;ribbon name&#039; box&lt;br /&gt;
* Put the detect magic, Bright Lantern and Balanced Blade responses in the detect magic, divination info, and curse info boxes&lt;br /&gt;
* Put anything else a ref needs to know about the curse in the Ref Notes box&lt;br /&gt;
&lt;br /&gt;
At the point of deploying the curse, stick this ribbon ID in the notes for the character that&#039;s been cursed to attach the curse.&lt;br /&gt;
&lt;br /&gt;
You might also want a curse card (or 100) to give out to players so they remember the curse effects:&lt;br /&gt;
&lt;br /&gt;
* Name: 2-3 words for big text on the front&lt;br /&gt;
* Ribbon ID: the ribbon you just made&lt;br /&gt;
* Basic description: 5-10 words for small text on the front, summarizing the effects they should start taking immediately&lt;br /&gt;
* Longer description: For the back of the card, everything else the cursed player needs to know about the curse&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=How_To_Make_Ribbons&amp;diff=1596</id>
		<title>How To Make Ribbons</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=How_To_Make_Ribbons&amp;diff=1596"/>
		<updated>2015-07-21T14:27:34Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [http://www.profounddecisions.co.uk/empire/newribbon?4 Ribbon Creator] lets you make your own plot-related ribbons.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t access that page after logging into your normal PD account, you probably don&#039;t have the crew data flag active on your account. Ask Matthew Pennington to activate your account for data if you can&#039;t access this page and need to create ribbons for plot.&lt;br /&gt;
&lt;br /&gt;
Most of the ribbon creation process is well documented on the ribbon creator itself. Despite the text, all of the ribbon creation methods now work, not just the first. The only item-related effects which are not implemented yet are spiritual effects, such as Hallowings, and other RP effects added to a standard bonded item. &lt;br /&gt;
&lt;br /&gt;
If your item has a spiritual effect that should cause someone holding or bonded to it to have an Insight response, please put the details in the Ref Notes field for now.&lt;br /&gt;
&lt;br /&gt;
If your item should be Hallowed or otherwise needs to have an on-bond RP effect alongside a standard item power, create it as a unique bonded item, and copy the normal powers into the bonded power box before the RP effect. If your RP effect should not be detectable with magic, make sure you&#039;ve added a Detect Magic response with just the normal item powers.&lt;br /&gt;
&lt;br /&gt;
If you need help creating your ribbons, contact Michelle Taylor from Plot Support for further help and information (via Facebook or by email to chessypig at gmail dot com). If you receive any errors during the process, please contact Matthew Pennington as soon as possible so that he can look through the web logs and find the problem.&lt;br /&gt;
&lt;br /&gt;
Miscellaneous hints and tips on creating good items:&lt;br /&gt;
&lt;br /&gt;
* If you can possibly create your item as a standard magic item, please do so! You can change the name, give it a visible RP effect, and set up custom magic responses on a standard item - the only thing you can&#039;t change is what happens when they bond the item.&lt;br /&gt;
* Remember that people tie ribbons to things and generally abuse them - don&#039;t put an always-on effect that they need to react to quickly, especially a long rambling one, on a ribbon - remember that someone is going to have to read the ribbon, possibly having to untie it first, before they take your effect. Good ways of getting around this are effects that happen &#039;when you concentrate on this item&#039; or which say things like &#039;you start to feel...&#039; rather than &#039;you feel...&#039; - but also you want to keep the word count down and front-load things that are very important or obvious.&lt;br /&gt;
* If you&#039;re creating a standard item or a unique bondable item, it will default to having a year to run - feel free to reduce this by editing the second dropdown, especially for powerful items.&lt;br /&gt;
* If you&#039;re creating a Unique Non-bonded Item it will default to Expires on Activation - if it&#039;s actually an always-on effect rather than a one-shot, please consider giving it an expiry date by changing to Expires At Event and picking an event in the next year.&lt;br /&gt;
* If you&#039;re creating a Non-magical Item the expiry will default to Not Magical, which is the same as never expiring - if your item ought to have an expiry date, you should probably be thinking of calling it a Unique Non-bonded Item instead, even if it&#039;s not strictly &#039;magic&#039; that is powering it (e.g. an expiring foodstuff).&lt;br /&gt;
* Generally you shouldn&#039;t mess with the &#039;Event Created&#039; field - it will default to the current or upcoming event. This is an OOC field and used for tracking &#039;when did this ribbon get created&#039;, not &#039;when did this item get created&#039; - if that&#039;s important, stick it in Item History later.&lt;br /&gt;
&lt;br /&gt;
Curse Ribbon Tutorial:&lt;br /&gt;
&lt;br /&gt;
We currently use ribbons to track curses (hopefully we will get a better system eventually). Here is how to make your curse ribbon:&lt;br /&gt;
&lt;br /&gt;
* Select Activated Item&lt;br /&gt;
* Put the effect of the curse on the player (the bit that goes on the card/paper for them to read) in the &#039;activation effect&#039; box&lt;br /&gt;
* Put the source of the curse in the Creator box&lt;br /&gt;
* Put the name that goes on the card in the &#039;ribbon name&#039; box&lt;br /&gt;
* Put the detect magic, Bright Lantern and Balanced Blade responses in the detect magic, divination info, and curse info boxes&lt;br /&gt;
* Put anything else a ref needs to know about the curse in the Ref Notes box&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=How_To_Make_Ribbons&amp;diff=1595</id>
		<title>How To Make Ribbons</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=How_To_Make_Ribbons&amp;diff=1595"/>
		<updated>2015-07-21T14:27:14Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [http://www.profounddecisions.co.uk/empire/newribbon?4 Ribbon Creator] lets you make your own plot-related ribbons.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t access that page after logging into your normal PD account, you probably don&#039;t have the crew data flag active on your account. Ask Matthew Pennington to activate your account for data if you can&#039;t access this page and need to create ribbons for plot.&lt;br /&gt;
&lt;br /&gt;
Most of the ribbon creation process is well documented on the ribbon creator itself. Despite the text, all of the ribbon creation methods now work, not just the first. The only item-related effects which are not implemented yet are spiritual effects, such as Hallowings, and other RP effects added to a standard bonded item. &lt;br /&gt;
&lt;br /&gt;
If your item has a spiritual effect that should cause someone holding or bonded to it to have an Insight response, please put the details in the Ref Notes field for now.&lt;br /&gt;
&lt;br /&gt;
If your item should be Hallowed or otherwise needs to have an on-bond RP effect alongside a standard item power, create it as a unique bonded item, and copy the normal powers into the bonded power box before the RP effect. If your RP effect should not be detectable with magic, make sure you&#039;ve added a Detect Magic response with just the normal item powers.&lt;br /&gt;
&lt;br /&gt;
If you need help creating your ribbons, contact Michelle Taylor from Plot Support for further help and information (via Facebook or by email to chessypig at gmail dot com). If you receive any errors during the process, please contact Matthew Pennington as soon as possible so that he can look through the web logs and find the problem.&lt;br /&gt;
&lt;br /&gt;
Miscellaneous hints and tips on creating good items:&lt;br /&gt;
&lt;br /&gt;
* If you can possibly create your item as a standard magic item, please do so! You can change the name, give it a visible RP effect, and set up custom magic responses on a standard item - the only thing you can&#039;t change is what happens when they bond the item.&lt;br /&gt;
* Remember that people tie ribbons to things and generally abuse them - don&#039;t put an always-on effect that they need to react to quickly, especially a long rambling one, on a ribbon - remember that someone is going to have to read the ribbon, possibly having to untie it first, before they take your effect. Good ways of getting around this are effects that happen &#039;when you concentrate on this item&#039; or which say things like &#039;you start to feel...&#039; rather than &#039;you feel...&#039; - but also you want to keep the word count down and front-load things that are very important or obvious.&lt;br /&gt;
* If you&#039;re creating a standard item or a unique bondable item, it will default to having a year to run - feel free to reduce this by editing the second dropdown, especially for powerful items.&lt;br /&gt;
* If you&#039;re creating a Unique Non-bonded Item it will default to Expires on Activation - if it&#039;s actually an always-on effect rather than a one-shot, please consider giving it an expiry date by changing to Expires At Event and picking an event in the next year.&lt;br /&gt;
* If you&#039;re creating a Non-magical Item the expiry will default to Not Magical, which is the same as never expiring - if your item ought to have an expiry date, you should probably be thinking of calling it a Unique Non-bonded Item instead, even if it&#039;s not strictly &#039;magic&#039; that is powering it (e.g. an expiring foodstuff).&lt;br /&gt;
* Generally you shouldn&#039;t mess with the &#039;Event Created&#039; field - it will default to the current or upcoming event. This is an OOC field and used for tracking &#039;when did this ribbon get created&#039;, not &#039;when did this item get created&#039; - if that&#039;s important, stick it in Item History later.&lt;br /&gt;
&lt;br /&gt;
Curse Ribbon Tutorial:&lt;br /&gt;
&lt;br /&gt;
We currently use ribbons to track curses (hopefully we will get a better system eventually). Here is how to make your curse ribbon:&lt;br /&gt;
&lt;br /&gt;
a) Select Activated Item&lt;br /&gt;
b) Put the effect of the curse on the player (the bit that goes on the card/paper for them to read) in the &#039;activation effect&#039; box&lt;br /&gt;
c) Put the source of the curse in the Creator box&lt;br /&gt;
d) Put the name that goes on the card in the &#039;ribbon name&#039; box&lt;br /&gt;
e) Put the detect magic, Bright Lantern and Balanced Blade responses in the detect magic, divination info, and curse info boxes&lt;br /&gt;
f) Put anything else a ref needs to know about the curse in the Ref Notes box&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Foreign_powers&amp;diff=1582</id>
		<title>Foreign powers</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Foreign_powers&amp;diff=1582"/>
		<updated>2015-05-10T11:52:49Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Local Foreigners */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Foreigners are nations or powers that the empire is not formally at war with. There are two types of foreigner in Empire; local foreigners are those that share a continent with the Empire, while distant foreigners lie overseas, the nearest are at least two weeks travel by sea. Foreigners are fully protected by Imperial law, so in theory they can attend a meeting at Anvil as safely as an Imperial citizen. &lt;br /&gt;
&lt;br /&gt;
==Communication==&lt;br /&gt;
Long distance communication with foreign powers should take time - players should not be able to have a back-and-forth communication with a foreign NPC over the course of an event unless that NPC is at Anvil. The civil service do not have any mechanism for delivering letters for players, if they want to send a communication to an NPC then they must make the appropriate &lt;br /&gt;
&lt;br /&gt;
The Autumn ritual [http://www.profounddecisions.co.uk/empire-wiki/Call_Winged_Messenger Call Winged Messenger] has been specifically designed to allow the players to send correspondence to a known NPC. To use this ritual, the PCs need to know the name of the character they are communicating with. The names of some known foreign agents are available on the [http://www.profounddecisions.co.uk/empireplotwiki/Barbarians_and_Foreigners plot wiki pages for the foreign nations].&lt;br /&gt;
&lt;br /&gt;
==Local Foreigners==&lt;br /&gt;
Local foreigners speak the same native tongue as the Empire. This means that local foreigners may engage in diplomacy either by sending letters or by sending dignitaries to visit Anvil at events. &lt;br /&gt;
&lt;br /&gt;
It is possible that the Empire may declare war on a local foreign nation. The costs involved in producing significant numbers of NPCs for a battle with a foreign nation are significant (more than ten thousand pounds), so any plot that it is likely to provoke this should have a long time-scale and be clearly discussed with Matt Pennington.&lt;br /&gt;
===Axos===&lt;br /&gt;
The nation of Axos is a dark mirror of Urizen, ruled by powerful magicians. The Axou often appear sinister - their politics are brutal and their religion (such as it is) is obsessed with death. The Axou are the most obviously exotic of the nearby foreign powers, but they share some concerns in common with their Imperial neighbours. At the very least, they are threatened by the same barbarian forces that threaten the Empire - the Druj tribe and the tribes of the Broken Shore make raids into Axos.&lt;br /&gt;
&lt;br /&gt;
Axos is rich in crystal mana, but it also has a great demand for [http://www.profounddecisions.co.uk/empire-wiki/Liao liao] which it uses in it&#039;s spiritual ceremonies and rituals. It is especially keen to purchase mithril from the Empire, which it uses to upgrade it&#039;s [http://www.profounddecisions.co.uk/empire-wiki/Mana_site mana sites] and maintain it&#039;s military. All mithril in Axos is ruthlessly controlled by the sorceror kings who use their economic control of this vital material to maintain their dominance over the people.&lt;br /&gt;
&lt;br /&gt;
Plots involving Axos are likely to involve magical themes, but could also deal with their need for raw materials and their strange religious beliefs; their conflicts with the barbarians; and their secretive foreign trade. Espionage themes are also a good fit for Axos - they are a paranoid and slightly xenophobic people who are convinced their neighbours are plotting to destroy them. Any Axou plot is likely to be enriched by themes of treachery and paranoia - this doesn&#039;t mean that the NPCs need to be lying to the players or planning to betray them - the theme can be brought out just as effectively by including two groups of Axou from rival families or citadels who are planning to betray each other.&lt;br /&gt;
&lt;br /&gt;
===Faraden===&lt;br /&gt;
The Faraden have a lot in common with the nations of the western Empire. They are mercantile like the [http://www.profounddecisions.co.uk/empire-wiki/The_Brass_Coast Freeborn], politically savvy like the [http://www.profounddecisions.co.uk/empire-wiki/The_League League] and stubborn traditionalists like the [http://www.profounddecisions.co.uk/empire-wiki/The_Marches Marchers]. They share several enemies in common with the Empire - the Jotun barbarians threaten them from the north, the orcs of the Lasambrian hills from the west, and their border with the Iron Confederacy sees regular skirmishes.&lt;br /&gt;
&lt;br /&gt;
While there is a notional ruler of the Faraden - the Lord or Lady of the Five Winds - the real power in this nation lies with the family patriarchs and matriarchs. A plot is most likely to originate at this level, and involve the trade or political aspirations of a family rather than the nation as a whole. The Faraden are also an interesting route to bring a new product or a rare item to the Empire, one that is available in limited amounts, and originates in the lands to the south-west of the Bay of Catazar.&lt;br /&gt;
&lt;br /&gt;
One important element to keep in mind when planning Faraden plots and encounters is the importance they place on honour and the concept of [http://www.profounddecisions.co.uk/empire-wiki/Malign_spiritual_presences justice]. Their spirituality is not that of Maelstrom&#039;s Huntress, nor of modern jurisprudence. They genuinely believe in vendettas, and in punishing anyone who transgresses their personal code or harms them or their family. One way to sum this up is &amp;quot;two eyes for an eye&amp;quot; or the classic speech fromhttp://en.wikiquote.org/wiki/The_Untouchables  [The Untouchables] &amp;quot;&#039;&#039;He sends one of yours to the hospital, you send one of his to the morgue!&#039;&#039;&amp;quot; The spiritual force of vengeance that infuses their culture means that they are internally very law-abiding and careful when dealing with each other, but a common trope should be the conflict that results when a society with a strong sense of personal honour encounters one that lacks that sense.&lt;br /&gt;
&lt;br /&gt;
Plots involving the Faraden are likely to focus on their mercantile and diplomatic interests, but they also have reasonable military force - a Faraden mercenary band (a [http://www.profounddecisions.co.uk/empire-wiki/Military_unit military unit]) looking for employment in the Empire might make an interesting starting point for a plot. The Faraden also share four of their five spiritual virtues with the Empire - they agree with the Imperial Synod on the importance of these virtues - and this could also form the basis for conflict or contact between the nations. The Faraden have little access to [http://www.profounddecisions.co.uk/empire-wiki/Liao liao] which they need for their religious ceremonies - as a consequence they place much more value on the effects of [http://www.profounddecisions.co.uk/empire-wiki/Religious_skills ceremonies] such as anointing or dedication. A Faraden who has come to the Empire to seek a True Liao vision might make an interesting encounter, as might one seeking a fresh insight into a situation associated with one of the virtues.&lt;br /&gt;
&lt;br /&gt;
===Skoura===&lt;br /&gt;
===The Iron Confederacy===&lt;br /&gt;
The Iron Confederacy is what [http://www.profounddecisions.co.uk/empire-wiki/Dawn Dawn] could have become if it had gone a different way; dominated by it&#039;s warriors, highly militarized, and dominated by a creed that glorifies victory and martial prowess. The make little secret of the fact that they are jealous of the Empire, and desperately want to conquer it. They aren&#039;t open enemies of the Imperial people, but it would take only a few diplomatic incidents to push them over the edge. Like the Faraden, most Iron Confederacy plot that comes to the Empire is likely to represent the interests of one of the duchies rather than the nation as a whole. Only an outside threat (such as the Empire) is likely to force the duchies to stop their internecine struggles and focus all their efforts on the external force.&lt;br /&gt;
&lt;br /&gt;
There is no central power in the Iron Confederacy, but the duchies are bound together by the efforts of the priesthood. Any Iron Confederacy NPCs who visit the Empire are certain to be accompanied by at least one &amp;quot;advisor&amp;quot; from the priesthood who looks after the &amp;quot;spiritual wellbeing&amp;quot; of the group; protecting them from the malign magic of the Imperials, and keeping them focused on their mission. A priest is likely to be accompanied by some acolytes to help deliver the blessings of the [http://www.profounddecisions.co.uk/empire-wiki/Suranni_pantheon Suranni pantheon].&lt;br /&gt;
&lt;br /&gt;
Imperial players are likely to be very interested in the Suranni religion, and their attitudes to magic, but the Confederate priests have no interest in sharing their mystical secrets with their northern rivals. Disrespect to their faith is likely to cause an incident, and the plot writer should be prepared for NPCs to withdraw rather than face abuse from Imperials trying to pry into their secrets.&lt;br /&gt;
&lt;br /&gt;
A strong theme for Iron Confederacy plot should be how proud these people are - they match the Empire in terms of iron-clad certainty that their way of life is the best and all others are inferior. At the same time, the Confederate characters sent to the Empire are likely to have been selected for their diplomatic skills - a plot in which none of the NPCs can bear to talk to the players will not get very far! For the integrity of the nation, however, it&#039;s important that the Confederate NPCs and the plot as a whole avoid too much compromise of their core identity as arrogant militarists.&lt;br /&gt;
&lt;br /&gt;
As with Axos, espionage may be a good theme for Confederacy plots; they are very interested in the military capabilities of the Imperials. They are also interested in proving themselves superior to Imperial warriors, and their priests superior to the blasphemous Imperial priests and magicians.&lt;br /&gt;
&lt;br /&gt;
===Xira===&lt;br /&gt;
Xira is a trackless desert inhabited by nomadic travellers that lies to the south of Axos. In the centre of Xira an endless sandstorm rages, and the entire area is impassable. The desert itself is hot, but studded with oases and rocky outcroppings where the Xira maintain temporary settlements.&lt;br /&gt;
&lt;br /&gt;
The people of Xira are philosophers. They are not numerous, and lack military might, but they are fascinated by matters of spirituality and faith.&lt;br /&gt;
&lt;br /&gt;
==Distant Foreigners==&lt;br /&gt;
Distant foreigners do not speak the same native tongue as the Empire. Their native tongue is phys-repped using one or more European languages. This conceit allows for the incorporation of European languages within the setting and allows players who do not speak English as their native tongue to play characters who are Imperial citizens or foreigners accordingly. Each distant foreign nation has one or more European languages associated with it - the rule is that no player can portray a native of that land unless they speak one of the languages associated with that nation &#039;&#039;fluently&#039;&#039;. This means that distant foreigners may engage in diplomacy by sending letters but may not send dignitaries to visit Anvil at events unless the people playing them are fluent speakers.&lt;br /&gt;
&lt;br /&gt;
It is possible that the Empire may declare war on a distant foreign nation (and vice versa), but the distances involved mean that neither side can currently prosecute such a war using armies. Because of this, it is perfectly possible to run plot that brings distant foreign nations into a state of open conflict with the Empire. This has a small effect on the trade derived by players from that foreign nation - but may allow for interesting plot developments in terms of the foreign nation providing support or assistance to other barbarian forces the Empire is at war with. Any way between the Empire and distant foreigners must -in effect - be fought through proxies.&lt;br /&gt;
&lt;br /&gt;
===The Sumaah Republic=== &lt;br /&gt;
The key fact of the Sumaah Republic is that they have the same religion as the Empire. The difference is that the priests are in charge - they are extremely orthodox in their beliefs and tend to view Imperials as backsliders who lack the moral fibre to embrace their faith completely. It&#039;s important not to go with the easy stereotype with Sumaah - they are believers first and foremost, not the victims of fascist bully-boys in cassocks.&lt;br /&gt;
&lt;br /&gt;
Any plot involving the Sumaah should have faith and virtue at it&#039;s core, but they are also a very political nation. They practice a form of representative democracy supported and guided by a committed priest caste, and are likely to view the various odd political mechanisms of the Empire with raised eyebrows.&lt;br /&gt;
&lt;br /&gt;
Unlike other foreign nations, the Sumaah have access to both liao and true liao. A Sumaah with a past-life vision might have a particular reason for visiting the Empire, or contacting someone there. Likewise, the Sumaah share some [http://www.profounddecisions.co.uk/empire-wiki/Paragons_and_Exemplars paragons and exemplars] with the Empire and a plot revolving around one of these might be interesting. For example, a player plot to have an exemplar declared a paragon might be complicated by a Sumaah who claims to have had a vision of that exemplar (meaning that according to the [http://www.profounddecisions.co.uk/empire-wiki/Signs_of_the_Paragon_and_Exemplar rules] that person cannot have been a paragon - or having evidence of a vital miracle that might prove an exemplar to be a paragon.&lt;br /&gt;
&lt;br /&gt;
There is a great deal of political rivalry between the Sumaah Republic and the Asavean Archipelago. Either nation might engage in espionage against the other against a backdrop of the Empire. The Sumaah, for example, would love to see the Empire sever political ties with the Asaveans. Encounters between Sumaah and Asavea in Anvil could form the foundation for longer-reaching political plot.&lt;br /&gt;
&lt;br /&gt;
===The Asavaen Archipelago===&lt;br /&gt;
The people of the Asavean Archipelago are decadent, self-obsessed and more than a little contemptuous of foreign nations. At one point they were a major political player on the international stage, but they are increasingly eclipsed by the Empire. The nation tries to adopt the role of &amp;quot;elder statesman&amp;quot; but their reliance on centuries-old technologies and social structures means they are slowly crumbling into irrelevance.&lt;br /&gt;
&lt;br /&gt;
Where they shine is in the wealth of their senatorial families; their long history of diplomacy and trade; and their large (if outdated) fleet of merchant ships. A plot involving Asavea is likely to be highly political in nature; the Archipelago is constantly working to maintain it&#039;s power and influence outside their own borders.&lt;br /&gt;
&lt;br /&gt;
The Archipelago is a great source for exotic luxuries and rare or valuable goods traded with the nations that lie far to the west of the Bay of Catazaar (in real-world terms, the Asavean traders are in a position to exploit markets in the equivalent position to China or Australia, while the other foreign nations mostly deal with the Near East).&lt;br /&gt;
&lt;br /&gt;
The Archipelago is at odds with the Sumaah Republic, and political games might play out in the arena of Anvil when representatives of those two nations have opposing agendas. The Asavean&#039;s would love to smash the Republic and subjugate it again, but without powerful allies this is likely to be impossible. They would be happy with the Empire severing ties with Sumaah - especially if they could drive a wedge between the Sumaah and the Imperial Synods.&lt;br /&gt;
&lt;br /&gt;
The Sumaah are also the most obvious slaving nation in the game. Themes of freedom and oppression might play out well with this nation - the slow spread of the Imperial Faith among the slaves is mentioned, and plots that let the Imperial Synod offer assistance to these movements might make for interesting developments (provided the importance of not giving people free text downtimes or other exotic downtime options is maintained). It might be interesting if an Imperial character could effectively become an &amp;quot;arms runner&amp;quot; to the Asavaen rebels, perhaps even gaining a title that let them trade liao for valuables from the Archipelago.&lt;br /&gt;
&lt;br /&gt;
===The Commonwealth===&lt;br /&gt;
===The Principalities of Jarm===&lt;br /&gt;
This nation is magically more powerful than the Empire, and it&#039;s equal in trade, but lacks a strong unifying philosophy. It&#039;s military is more involved in protecting it&#039;s own borders, and in internal disputes, and it lacks a strong industrial base. It is a nation of magician-princes and exotic beasts; fine silks and rich spices and intrigue. &lt;br /&gt;
&lt;br /&gt;
Plots involving Jarm should be highly political in nature - each Magician-prince is looking to gain more power than his or her rivals, and many see the Empire is just another piece in their complex game of internal status. That&#039;s not to say that they consider the Empire weak - far from it. The support of the Empire can help a Jarmish faction rise to prominence, while it&#039;s emnity could damage the standing of a powerful faction.&lt;br /&gt;
&lt;br /&gt;
The most obvious conflict in Jarm is between the power blocs of the North (centred around [http://www.profounddecisions.co.uk/empire-wiki/Principalities_of_Jarm_ports#Kavor_.28Northern_Principalities_of_Jarm.29 Kavor]), South (centred around [http://www.profounddecisions.co.uk/empire-wiki/Principalities_of_Jarm_ports#Vezak_.28Southern_Principalities_of_Jarm.29 Vezak]) and East (centred around XXXX, and currently with no access to Imperial fleets). Within those power blocs, individual Magician-princes will have their own agendas that might lead them to send emissaries to Anvil.&lt;br /&gt;
&lt;br /&gt;
A visit from an actual Magician-prince is likely to be a major event - one that we would want to kit out appropriately and is likely to require extensive resources. Any plot likely to end up in a diplomatic envoy from Jarm will need to be discussed with Kol Ford, Andy Rafferty and Matt Pennington well in advance.&lt;br /&gt;
&lt;br /&gt;
===The Sarcophan Delves===&lt;br /&gt;
The Delves are rich, ruthless and effective merchants. They have access to all sorts of raw materials, and their sophisticated understanding of economics and trade rivals that of the League and the Brass Coast. They excel in the practice of medicine and [http://www.profounddecisions.co.uk/empire-wiki/Surgical_skills#apothecary apothecary]. They are at least as powerful as the Empire in terms of their mastery of magic, but their military is largely mercenary in nature and they are practically agnostics compared to the other nations.&lt;br /&gt;
&lt;br /&gt;
More than any other nation, the Sarcophan Delves lend themselves to plots involving wealth, economics - and criminality. The Sarcophan are generally free of concerns of morality or ethics when it comes to amassing wealth, and they are quite happy to flaunt laws that restrict trade if they think they can get away with it. A Sarcophan merchant would happily sell a [http://www.profounddecisions.co.uk/empire-wiki/Scorpion%27s_Sting Scorpion&#039;s Sting] dagger to an Imperial in the tavern - provided they were confident they would not face repercussions, and provided the customer was prepared to pay a significant mark-up.&lt;br /&gt;
&lt;br /&gt;
Sarcophan is a good place from which to introduce exotic consumables - narcotics and potions especially.&lt;br /&gt;
 &lt;br /&gt;
The Delves are also quite magical - the [http://www.profounddecisions.co.uk/empire-wiki/Sarcophan_Delves#Magic &#039;&#039;zielweven&#039;&#039;] possess specialised procedures unknown to the Empire; while the &#039;&#039;ongelukkig&#039;&#039; corpse-constructs are not likely to be interesting enough to play for an extended period, their presence in a Sarcophan group can add an exotic element to an encounter. The &#039;&#039;Bloedzuiger&#039;&#039; priests are also a source of mystery and secrets - their true nature is not expanded on in the public wiki and revelations about them might make for an interesting plot.&lt;br /&gt;
&lt;br /&gt;
Sarcophan itself is a mysterious place - the current inhabitants did not build it. Historical artefacts and the plots that surround the will be of great interest to some players, as will objects of mysterious provenance from the less civillised tribes &amp;quot;upriver&amp;quot; from Sarcophan. Again, the truth of who built Sarcophan and what happened to them is not on the public wiki, but there is ample opportunity to explore some of the mysteries without having the PCs visit the city themselves.&lt;br /&gt;
&lt;br /&gt;
==Ports and Trade==&lt;br /&gt;
Players can already engage in trade with (or piracy against) Distant Foreigners using their [http://www.profounddecisions.co.uk/empire-wiki/Fleet fleet] personal resource. Trade with a fleet allows the character to get resources they can use or sell on the field, and offers versatility and the ability to react to markets that is not found with mines or forests. Piracy is a more lucrative option, in terms of the wealth it produces, but foreign nations are likely to be angered by prolonged campaigns of piracy.&lt;br /&gt;
&lt;br /&gt;
There are a limited number of [http://www.profounddecisions.co.uk/empire-wiki/Foreign_ports foreign ports] available to Imperial characters. Where a foreign nation has more than one port, it represents a powerful political bloc within that nation. All foreign nations have access to all the [http://www.profounddecisions.co.uk/empire-wiki/Materials crafting materials], but only the Empire has them all in roughly equal proportions. The goods available through trade with foreign ports give an idea of the kinds of goods those foreigners have in abundance. For example, a plot involving [http://www.profounddecisions.co.uk/empire-wiki/Asavean_Archipelago_ports Nemoria] in the [http://www.profounddecisions.co.uk/empire-wiki/Asavean_Archipelago Asavean Archipelago] might offer the opportunity for the Empire to create a ministry that lets them purchase large amounts of Cerulean Mazzarine, Orichalcum, Iridescent Gloaming or Tempest Jade but is unlikely to involve buying Weltsilver or True Vervain. In the same way, a character from that nation might offer payment for services in these materials rather than money. &lt;br /&gt;
&lt;br /&gt;
Foreigners also have their own sources of [http://www.profounddecisions.co.uk/empire-wiki/Materials#Ilium ilium], mithril, white granite and weirwood. However, they are rarely interested in seeing them go outside their borders. Rather, they may be interested in acquiring surplus bulk goods from the Empire. In the Sumaah Republic, the Commonwealth and the Principalities of Jarm it is a serious crime to trade these valuable resources to foreigners; in the Asavean Archipelago and the Sarcophan Delves it is not a crime, but social and economic pressures mean that it is very rare for anyone to try and sell any quantity of bulk materials outside their borders. This is not to say you can&#039;t run a plot that involves bulk materials, but doing so would require discussion with the campaign team.&lt;br /&gt;
&lt;br /&gt;
A new port is a significant addition to the game, but is certainly possible. For example, an ongoing campaign plot involves a group of Jarmish NPCs from Eastern Jarm seeking to establish their own trading  connection with the Empire, and the efforts of the North and South Jarmite power blocs to prevent them doing so. A plot involving a flotilla of mercantile merrow could end up adding a new port to those available to the Empire. In the same way, a plot that resulted in the death or humiliation of an important official might temporarily or permanently close a foreign port to Imperial ships.&lt;br /&gt;
&lt;br /&gt;
{{Plot Further Reading}}&lt;br /&gt;
[[Category:Campaign Elements]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Plot_organization&amp;diff=1581</id>
		<title>Plot organization</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Plot_organization&amp;diff=1581"/>
		<updated>2015-05-10T11:51:48Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=AndyRaffertyWiki.jpg|align=right|caption=Head of campaign: Andy Rafferty}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Plot is the biggest department in Empire, as it incorporates all our NPCs, our plot writers and runners as well as characters like the nation bards, egregores, civil servants and magistrates and back room operations crew who work in costume and make-up. We need lots of people to help us fill out all these roles, so if you&#039;re interested in getting involved in the IC side of Empire then we&#039;re keen to talk to you.&lt;br /&gt;
&lt;br /&gt;
The plot department is divided into dozens of different teams. Some crew are members of many teams, some are members of just one. Everyone who works in the plot department is expected to have a good familiarity with the campaign setting. The department is headed by Katie Rogers who is the head of plot support (responsible for plot going out at events) and Andy Rafferty who is the head of campaign (responsible for the ongoing campaign).&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
The majority of the people in the plot room are NPCs, volunteers whose main responsibility is to play NPC roles throughout the weekend. The NPCs are divided into three main teams, described below. You don&#039;t have to be a member of these teams to play a role, we always need more NPCs so crew who want to take a break from their existing duties and play some roles are always welcome.&lt;br /&gt;
&lt;br /&gt;
===Skirmish Team===&lt;br /&gt;
Our [[The Hundred|skirmish team]] are the dedicated crew whose responsibility is to bring to life the battles and skirmishes that the players choose to fight. We will be running conflicts of various size throughout the weekend with the skirmish team portraying the enemies of the Empire. It is a great role for anyone who enjoys fighting and roleplaying a character on a battlefield.&lt;br /&gt;
&lt;br /&gt;
We are currently actively recruiting for skirmish team members.&lt;br /&gt;
&lt;br /&gt;
===NPC Team===&lt;br /&gt;
* Playing NPCs on the field&lt;br /&gt;
* Playing eternals and heralds in off-field encounters&lt;br /&gt;
Our NPC team play the roles that have been created and written by the plot writers that happen on the field and in the Hall of Worlds. Members of the team portray minor Imperial NPCs, eternals and their heralds and representatives of other foreign powers. It is a great role for anyone who enjoys working with writers to create enjoyable plot for players.&lt;br /&gt;
&lt;br /&gt;
We are currently open to more people joining the crew as a NPC team member.&lt;br /&gt;
&lt;br /&gt;
===Full time Roles===&lt;br /&gt;
* In addition to our NPC team we have a number of crew who play a single NPC role throughout the weekend&lt;br /&gt;
* These roles perform a range of IC and OOC responsibilities.&lt;br /&gt;
&lt;br /&gt;
We have a number of crew who play a single role throughout the weekend. These crew fall into one of several different teams, the bards, civil service, egregores and magistrates.&lt;br /&gt;
&lt;br /&gt;
We are currently looking for more crew with musical or performing talents to play members of the bards team.&lt;br /&gt;
&lt;br /&gt;
==Plot Writers==&lt;br /&gt;
* Write plot for events&lt;br /&gt;
* Run plot at events&lt;br /&gt;
It is the job of the plot writers to create and run the plot lines that alongside the politics of the setting will help make Empire an exciting game to play. Plot writers need to write the plot before the event. Running plot includes briefing and debriefing NPCs and helping to get encounters ready by liaising with costume and make-up. We encourage plot writers to work in small independent teams, as a team of people is the best way to cover the all the skills needed to produce plot for events, however [[#Plot Support|plot support]] exist to help individual writers and teams with every stage of the process.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to have any experience to write plot, everyone has to start somewhere and our plot support team includes experienced plot writers who can help new volunteers find their feet. Being an Empire plot writer is a great role if you enjoy creating plot and enjoy seeing players enjoy the game you have helped create. If you have ever wanted to create plot for a big game with over a thousand players, this is your chance!&lt;br /&gt;
&lt;br /&gt;
==Plot Support==&lt;br /&gt;
* Help and support writers running plot&lt;br /&gt;
* Keep the plot room running smoothly&lt;br /&gt;
* Manage ongoing plot requirements&lt;br /&gt;
&lt;br /&gt;
[[Plot support]] exist primarily to help writers get their plot written, approved, and run. They are there to help writers and teams with every stage of the [[plot creation process]]. By liaising with members of plot support, any writer can get help with things like getting their plot written and approved or sourcing costume, make-up, and prosthetics. The team includes experienced members of the team who can help wrangle NPCs and brief them.&lt;br /&gt;
&lt;br /&gt;
Plot support manage the plot room and will try to ensure that everything runs as smoothly as possible. Members of the team will set out the room at the start of the weekend and put it away at the end. If any member of the plot department is having problems, whether they are logistical, technical, or personal, then the plot support team are there to help and try to resolve the problem for you.&lt;br /&gt;
&lt;br /&gt;
An important responsibility for the plot support team is to manage ongoing plot requirements. The Empire campaign has many specific requirements - plot that &#039;&#039;must&#039;&#039; happen - for example battles, the bourse auction, and past life visions. Some of these elements are created by players - such as the ritual [http://www.profounddecisions.co.uk/empire-wiki/Challenge_the_Iron_Duke Challenge the Iron Duke], some may be the natural consequences of previous plot, for example a quest or skirmish that needs to happen. We need to ensure that volunteers writing the plot for these sections of the game are able to deliver it on time, so the plot support team will monitor progress on critical plot elements to ensure there are no problems.&lt;br /&gt;
&lt;br /&gt;
The plot support team includes a number of specific areas, costume and props, make-up and prosthetics, and special FX.&lt;br /&gt;
&lt;br /&gt;
{{Plot Further Reading}}&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Team_Halbech&amp;diff=1579</id>
		<title>Team Halbech</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Team_Halbech&amp;diff=1579"/>
		<updated>2015-05-02T15:08:54Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: Plot wiki page titles are often spoilers :-(&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Team Leader==&lt;br /&gt;
* &#039;&#039;&#039;Rachel Durrant (3611)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Team Members==&lt;br /&gt;
* &#039;&#039;&#039;Alaska Harrison (6303)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Sean Ford (6625)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Alec Spencer (3240)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Chris Ellis (3623)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mark Stevens&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Key Interests==&lt;br /&gt;
* &#039;&#039;&#039;Eternals, including Night and Autumn&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Past Life Visions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aspects of the game that the team actively supports under the principle of [[Plot teams#Responsibility_not_Ownership|responsibility not ownership]]:&lt;br /&gt;
&lt;br /&gt;
[[Category: NPC Team]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Team_Misfit&amp;diff=1578</id>
		<title>Team Misfit</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Team_Misfit&amp;diff=1578"/>
		<updated>2015-05-02T15:08:34Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: Plot wiki page titles are often spoilers :-(&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Team Leader==&lt;br /&gt;
*&#039;&#039;&#039;Matthew Pickup (3350)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Team Members==&lt;br /&gt;
* &#039;&#039;&#039;Lloyd Gyan (6240) &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ebony Van-tassel (2565)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Beth Charlton (3965)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Jake Dowzell (3192)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Key Interests==&lt;br /&gt;
* &#039;&#039;&#039;Faraden&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aspects of the game that the team actively supports under the principle of [[Plot teams#Responsibility_not_Ownership|responsibility not ownership]]:&lt;br /&gt;
&lt;br /&gt;
[[Category: NPC Team]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Plot_creation_process&amp;diff=1577</id>
		<title>Plot creation process</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Plot_creation_process&amp;diff=1577"/>
		<updated>2015-05-02T15:00:10Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Stage 10 - Player Follow-up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
This page is designed to help the writers - and everyone involved with creating and running plot at Empire understand what the process is and how it works.&lt;br /&gt;
&lt;br /&gt;
Producing plot for a large game is a difficult process. With thirty writers and 2000 participants, we need to have a single process for organizing costume, NPCs, props, ribbons for items, debriefs for NPCs. Ultimately the process is designed to help writers; otherwise when you come to run your plot requiring 40 NPCs to dress in Brass Coast costume for a quest - you will discover that all the NPCs are out, all the Brass Coast costume is out and all the quest slots are filled.&lt;br /&gt;
&lt;br /&gt;
==Ethos==&lt;br /&gt;
The writer is central to the ethos for the writing and running plot at events. The [[plot support]] team are here to help, but the default assumption is that the writer will carry out all the steps needed to write and run their plot. As a writer, the responsibility for ensuring that your plot has been approved and timetabled and the right costume, props, and ribbons are ready lies with you. We don&#039;t necessarily expect one person to do all these things, we are here to help and we encourage writers to work together in teams - but the responsibility to ensure that it is done lies with the writer.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve chosen this approach for several reasons. This approach will allow us to scale what we do to run more plot by adding more writers to our team over time. However it should also ensure that the key decisions taken about a plot, timing, budget, briefing, etc - are made by the writer who created it rather than by someone else. And finally it should mean that the writer is able to drive the plot process to ensure that their plot gets approved and run at events.&lt;br /&gt;
&lt;br /&gt;
==Teams==&lt;br /&gt;
We encourage all Empire plot writers to get a team together if they can. There are many advantages to writing plot as part of a team - you have like-minded friends that you can discuss the plot with as you create it. If you can&#039;t make an event, or you&#039;re busy at an event when a question about your plot comes in, then a fellow team member can cover for you.&lt;br /&gt;
&lt;br /&gt;
More importantly, running plot at an Empire event requires a wide range of skills. We don&#039;t assume that a single writer has all those skills, but if you have a team of people then they can cover the skills needed between them. Actually &#039;&#039;writing&#039;&#039; plot is just one part of what is needed to get your plot to run. The best teams will include people who are good with costume, props, briefing and debriefing, time-tabling and logistics, even if some of those people don&#039;t actually &#039;&#039;write&#039;&#039; the plot your team runs.&lt;br /&gt;
&lt;br /&gt;
Wherever we talk about a plot writer on this page, we&#039;re also referring to their team if they are part of one. &lt;br /&gt;
&lt;br /&gt;
==Plot Support==&lt;br /&gt;
The [[plot support]] team is a central team whose core job is to help the writers run the plot they have created. There are several steps involved in producing plot at an event and we realize that some writers or teams will not feel enthusiastic or capable of doing them all.&lt;br /&gt;
&lt;br /&gt;
You can&#039;t divest yourself of the responsibility for a plot - it&#039;s still down to the writer to ensure that their plot runs, but you can get help with any stage of the process. The plot support team includes people who are experienced with costume and props and can help advise you how to source the things you need for your plot. They are familiar with our IT systems and can help you get the ribbons and items your plot needs as well as brief and debrief your plot. Some members of the team may be able to brief a plot for you - or just help you find NPCs to play the roles.&lt;br /&gt;
&lt;br /&gt;
Whatever you need to do to get your plot to run, the plot support team are here to help.&lt;br /&gt;
&lt;br /&gt;
==Ten Steps==&lt;br /&gt;
We&#039;ve divided the plot creation process into ten steps and laid them out in a rough sequential order for ease of reading. All writers need to follow the process, but individual writers can work through the steps in the order that suits them best. Some writers like to buy a beautiful prop and create a plot around that; some writers will want to get the basics of their plot approved before spending time putting it on the wiki.&lt;br /&gt;
&lt;br /&gt;
==Stage 1 - Write Some Plot==&lt;br /&gt;
Any member of crew who wants to get involved in writing plot for Empire events is welcome to do so. Experience can help, but it is far from essential and a good knowledge of the setting is likely to be just as useful as a decade of experience writing plot for other games. What is essential is to make sure that you read the [[plot style guide]] first. We hope that you will also find the [[plot tools]] invaluable for giving you ideas and showing you elements of the setting you can use to turn those ideas into plots.&lt;br /&gt;
&lt;br /&gt;
The best members of the plot support team to talk to about your plot are Andy Rafferty and Matt Pennington. Both have lots of experience creating plot for large events and Andy is the ultimate authority for questions about the Empire setting. &lt;br /&gt;
&lt;br /&gt;
==Stage 2 - Put it on the Wiki==&lt;br /&gt;
We have a single central platform for plot - the [http://www.profounddecisions.co.uk/empireplotwiki/Main_Page plot wiki]. Before you can attempt to run your plot at an event, you must have documented the plot on its own page on the plot wiki. You can&#039;t get final approval for any plot until this is done.&lt;br /&gt;
&lt;br /&gt;
Most members of the plot support team will be able to help you use the plot wiki. If you are having a specific problem then Aquarion (Nicholas Avenell) is the best person to talk to.&lt;br /&gt;
&lt;br /&gt;
===NPC Stats===&lt;br /&gt;
You need to include stats for any NPCs or monsters that are needed for your plot. You can specify the individual skills an NPC has or just give a general description (e.g. 8 pt magician) to indicate the rough things you want. It is very rare in Empire for a plot to need an NPC to be particularly powerful but if it is essential then you must itemize their individual skills.&lt;br /&gt;
&lt;br /&gt;
If you need stats for a monster for a quest or battle, then the best thing to do is to choose a standard creature from the bestiary on the plot wiki. If there is nothing on the wiki that suits your purpose then you can create a new creature, but if you do this then we will need to check it for consistency with the setting and to ensure the creature&#039;s stats are play balanced.&lt;br /&gt;
&lt;br /&gt;
===Ribbons, Rituals and Items===&lt;br /&gt;
If your plot requires any game items, like magical items, potions, herbs, mana crystals, coins, resources or bourse resources, then you need to specify these on the page for your plot on the wiki. A sensible amount of resources to include for a small plot is equivalent to the amount of resources a player would get after one downtime; 10 ingots, 7 mana crytals, 14 herbs or 9 crowns. A bigger plot might include twice as many resources or substitute some resources for potions and magical items.&lt;br /&gt;
&lt;br /&gt;
If your plot needs one or more magical items then the best thing to do is to pick suitable items from the [http://www.profounddecisions.co.uk/empire-wiki/Magic_Items standard list] on the player wiki. If there is nothing on the wiki that suits your purpose then you can create a rare or unique item, but if you do this then you will have to specify clearly what you want the item to do. We cannot check, approve, and produce a magical item unless we know what you are proposing.&lt;br /&gt;
&lt;br /&gt;
There is a similar process to go through if your plot involves one or more [http://www.profounddecisions.co.uk/empire-wiki/Ritual_list rituals]. If the NPCs are performing a ritual, or have already done so, then the best thing to do is to pick suitable rituals from the standard list on the player wiki. If there is nothing suitable then you can create a new ritual, but as with magical items, you must specify clearly what the ritual will do.&lt;br /&gt;
&lt;br /&gt;
===Divination Responses===&lt;br /&gt;
When your plot is in the field, it will be interrogated by the players. They will use the tools at their disposal, usually divination rituals, to find out more information about your plot. Players ritual are handled by the field refs - who will process it and then radio the plot support team for an answer.&lt;br /&gt;
&lt;br /&gt;
If you are available (in the plot room or on a radio) - then the plot support team will pass the request to you. If you are not available then the team will create a response to the ritual using the details provided in your plot brief. The more detail here - the easier it will be for them to create the response you would want. &lt;br /&gt;
&lt;br /&gt;
Common Rituals that the players will cast to find out more are:&lt;br /&gt;
&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Swim_Leviathan&#039;s_Depth Swim Leviathan&#039;s Depth] - Allows them to ask Leviathan why something is happening.&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Bright_Lantern_of_Ophis Bright Lantern of Ophis] - Allows them to analyze a magical effect.&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/The_Eye_of_the_High_Places The Eye of the High Places] - Allows them to analyze magical effects in a large area.&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Eyes_of_the_Sun_and_Moon Eyes of the Sun and Moon] - Tells them about military forces in a territory.&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Shadowed_Glass_of_Sung Shadowed Glass of Sung] and [http://www.profounddecisions.co.uk/empire-wiki/Clear_Lens_of_the_Eternal_River Clear Lens of the Eternal River] - Analyze an area for clues. These rituals are most useful on a quest but might be used to explore any location or &#039;scene&#039; where something has happened.&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Skein_of_Years Skein of Years] - Explores the past history of a ribboned item.&lt;br /&gt;
&lt;br /&gt;
==Stage 3 - Get it Approved==&lt;br /&gt;
Your plot &#039;&#039;&#039;must&#039;&#039;&#039; be approved by the plot support team before it can run at an event. To approve a plot we need to check that it is consistent with the existing setting - the campaign &#039;&#039;and&#039;&#039; the rules, and that it follows the plot style guidelines. It is good practice to chat to the plot support team about any unusual elements, new parts of the setting, new rules, etc as soon as possible. The earlier that we can give you feedback on your plot, the easier it will be to make sure that it is approved without any problems.&lt;br /&gt;
&lt;br /&gt;
Although you can get a green light from the plot support team to develop a plot we can&#039;t provide final approval until we all the details are fully documented on the wiki. To get your plot approved you &#039;&#039;must&#039;&#039; proactively approach the plot support team and ask them to approve your plot for you. You may need to speak to multiple depending on what elements you have included in your plot.&lt;br /&gt;
&lt;br /&gt;
===The Setting===&lt;br /&gt;
The members of the team to talk to about the setting are Andy Raff and Matt Pennington. The best way to get Matt is to email him, the best way to get Andy is to PM him or post on the [https://www.facebook.com/groups/EmpirePlot/ Empire plot Facebook group]. If you have a skype account (or can make one) then you can grab both Matt and Andy on skype and discuss your plot with them. It is much quicker to get plot approved this way, as you can quickly explain your plot and talk through any difficult elements. It is also much easier to provide feedback this way.&lt;br /&gt;
&lt;br /&gt;
===The Rules===&lt;br /&gt;
Graeme Jamieson and Nicholas Taylor are the best people to talk to about any part of your plot that involves unusual rules such as non-standard magical items, rituals or creatures that are not in the bestiary on the wiki. You can contact them both by [mailto:empire.rules@profounddecisions.co.uk email] or by posting on the Empire plot facebook group.&lt;br /&gt;
&lt;br /&gt;
==Stage 4 - Costume and Props==&lt;br /&gt;
Profound Decisions have a large wardrobe of basic costume, including weapons and armour. If your plot needs specific costume or props then you will need to source these. The best place to try and do this is on the [https://www.facebook.com/groups/243111769153902/ Empire sewing circle Facebook group]. This group contains capable volunteers who make costume for Profound Decisions as well as helping us source new items.&lt;br /&gt;
&lt;br /&gt;
If we need to pay a professional to make an item then the starting point is to see if one of the existing professionals who work with Profound Decisions can do the job for you. Folks like Sean Maguire, Darren Stocker, Andy Rimmer, and Mandala all make weapons, Doug Strand makes leather goods and Rosemary Warner and Esther Reeves both make costume. If these people can&#039;t help then consider the traders who trade at our events, all of whom are likely to be helpful.&lt;br /&gt;
&lt;br /&gt;
Each writer, or writing team, will be allocated their own budget by Matt Pennington. This budget is for the four Empire events for that year and it is up to you how you allocate it for the plots you are developing and running for that year. It will be allocated based on your track record of running plot at Empire - the more plot you run, the more budget you&#039;ll get. If you don&#039;t spend all your budget then you can carry it over to the next year.&lt;br /&gt;
&lt;br /&gt;
The best people from plot support to talk to about our existing costume stores are Vicky (Victoria O&#039;connell) or Leah Tardival. Both will also be able to give advice on what sort of costumes and props you might need, what they might need to look like and where to go to order them.&lt;br /&gt;
&lt;br /&gt;
==Stage 5 - Makeup and Prosthetics==&lt;br /&gt;
Empire has a dedicated make-up team that is led by Agnes Eklund. The team have an existing store of make-up and basic prosthetics and has experience making and ordering new prosthetics. If your plot requires only standard make-up, for example orcs or characters with lineage then Agnes&#039; team will usually be able to handle this for you without much warning provided they are free. If your plot requires new prosthetics or a complex make-up job then it is essential that you talk to Agnes early about your needs if you want her team to be able to help you at the event.&lt;br /&gt;
&lt;br /&gt;
With multiple writers, the make-up team are always in demand, but they are especially busy preparing for the big battles on Saturday and Sunday morning. It is essential to avoid time-tabling a complex make-up effect for this time unless you have special dispensation directly from Agnes to do so.&lt;br /&gt;
&lt;br /&gt;
==Stage 6 - Timetabling your Plot==&lt;br /&gt;
Once your plot has received final approval, then you need to add it to the plot timetable for an event. The timetable will be a google spreadsheet that all the writers and members of plot support have access to. The critical element when timetabling plot is to ensure that there are sufficient NPCs available.&lt;br /&gt;
&lt;br /&gt;
NPCs on the timetable are allocated on a first come first served basis. It is best to get your plot written and approved early so that you can add it to the timetable. If your plot needs NPCs but the timetable is already full, then you will have to wait until the next event to run the plot. If the plot requires a quest slot then you will need to indicate this by writing the plot against one of the available quest slots on the spreadsheet.&lt;br /&gt;
&lt;br /&gt;
Your plot may not require any NPCs from the pool in the plot room. For example, there are existing NPCs that you may be able to make use of in your plot, such as the bards, civil servants, egregores, and magistrates. If this is the case then you can run your plot at any time, but it must still be timetabled, so that we can see when the plot is running. Please add it to the appropriate column on the spreadsheet and leave the NPC requirement blank.&lt;br /&gt;
&lt;br /&gt;
You will need to make your best estimate of how many hours your NPCs will be out for. If your estimate is too short it will cause problems for other writers, but too long will mean your NPCs have nothing to do once they return to the plot room. Chessy (Michelle Taylor) is the best person from plot support to talk if you need help timetabling your plot.&lt;br /&gt;
&lt;br /&gt;
For more detailed instructions on filling in the plot timetable successfully, see [[Plot Timetable Instructions]].&lt;br /&gt;
&lt;br /&gt;
==Stage 7 - Assigning NPCs==&lt;br /&gt;
You can leave assigning NPCs to your plot to the day of the event. If you have timetabled your plot correctly then the NPCs you need should be ready to play the role at the appropriate time in the plot room. You can take them to one side, get them briefed, and then send them out.&lt;br /&gt;
&lt;br /&gt;
If you want specific individuals to play NPC roles for you in one of your plots, then you&#039;ll need to chat to them to arrange that. We have a large pool of volunteers who NPC full time at events who are organized into teams of approximately five. If you need a small group of NPCs then you can chat to the team leader. If you just need one or two people then it is best to speak to them direct. It is wise to check that any individual you speak to has not agreed to be in another plot that is running at the same time.&lt;br /&gt;
&lt;br /&gt;
Assigning NPCs in advance can be very effective. It means you can pick people who are familiar with the role or at least that part of the setting. You can give them the brief before the event, making things much quicker on the day and you may well find your plot benefits from allowing them to have some input and development on the role.&lt;br /&gt;
&lt;br /&gt;
Fluff (Ben Dixon) or Vicky (Victoria O&#039;Connell) are the best people from the plot support team to provide help with assigning NPCs either in advance or on the day.&lt;br /&gt;
&lt;br /&gt;
==Stage 8 - Briefing NPCs==&lt;br /&gt;
Your NPCs will need to be briefed before they can enact your plot. Written briefs are incredibly useful, as they provide invaluable documentation and help speed up briefing before the event and on the day. However you don&#039;t need to produce a full written brief if that is not your style, provided that your plot write up includes the essential details.&lt;br /&gt;
&lt;br /&gt;
Fluff (Ben Dixon) or Vicky (Victoria O&#039;Connell) are the best people from the plot support team to help with briefing NPCs on the day.&lt;br /&gt;
&lt;br /&gt;
==Stage 9 - Debriefing NPCs==&lt;br /&gt;
When your NPCs return to the plot room they will be asked by the plot support team to put a debrief of their plot on to the plot wiki. The debriefs are added using the debrief button provided by the plot template which appears on your wiki page. If you need specific questions answered by the NPCs then you will need to ensure that you are there when the NPCs get back and debrief the plot.&lt;br /&gt;
&lt;br /&gt;
For Quests the Skirmish Team will provide an overall Quest debrief in addition to any specific details provided by the NPCs&lt;br /&gt;
&lt;br /&gt;
Debriefing is important because it allows us to track what plots ran and what the outcomes were. It is critically important for game consistency that we get good quality debriefs. Everyone involved in the plot process, writers, plot support, and NPCs should be aware of the importance of getting good debriefs.&lt;br /&gt;
&lt;br /&gt;
==Stage 10 - Player Follow-up==&lt;br /&gt;
The Empire campaign specifically prohibits free text downtime - players are &#039;&#039;prohibited&#039;&#039; from trying to follow up a plot in downtime. It is worth bearing this in mind when writing a plot.&lt;br /&gt;
&lt;br /&gt;
However there are things the players can do to chase a plot has left the field. The most common are:&lt;br /&gt;
&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Call_Winged_Messenger Call Winged Messenger] - Send a message to a named NPC.&lt;br /&gt;
* Create a missive to an Eternal - Send a message to a named Eternal which has provided them a way to do so - e.g. Missive to Sadogua. &lt;br /&gt;
** If the Eternal you are working with does not currently have a defined communication mechanism, and you want the players to be able to communicate with them, you will need to give one out with your plot - this might be an item that gives them a one-shot ability to send a message, an arcane projection which allows them to send a ritual message, or if you are confident that you will be able to support communication with this Eternal over the long term, a ritual text of such a ritual or a longer-duration item that lets them send multiple messages.&lt;br /&gt;
&lt;br /&gt;
These requests will come to a field ref - who will process the request and then refer it back to the plot support team.&lt;br /&gt;
&lt;br /&gt;
The plot support team will attempt to identify the plot writer best suited to deal with any player follow-up. Missives sent to eternals and letters sent to NPCs by winged messenger will be put in the post-board in plot. There is a box for each plot team where they can collect their post from. Unidentified plot will be added to a single box marked &amp;quot;unknown&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you find a piece of plot follow-up in your box that is nothing to do with any of your plots, then please move it to the &amp;quot;unknown&amp;quot; box. Plot support will empty this box after the event and try to chase it up with the whole plot team using the Facebook writers group.&lt;br /&gt;
&lt;br /&gt;
Players may also commission a [http://www.profounddecisions.co.uk/empire-wiki/Historical_research historical research] request through the Imperial Senate. This results in a report collated by NPC civil servants who spend the period between events trawling archives and libraries all over the Empire. Some research requests will find no useful information, but you may be asked to write a research request result related to one of your plots, or to provide enough details that someone else can write one. A research request is a useful tool because it allows you to help players drive your plot forward, and can be used to reveal additional information about the background; point to a quest or unexpected avenue to pursue the quest; or even provide leads to an entirely new plot, depending on the nature of the research.&lt;br /&gt;
&lt;br /&gt;
==Contact Details==&lt;br /&gt;
* [https://www.facebook.com/Hobbes00uk Facebook Matt Pennington] or [mailto:matt@profounddecisions.co.uk matt@profounddecisions.co.uk] &lt;br /&gt;
* [https://www.facebook.com/andy.raff.1?fref=ts&amp;amp;ref=br_tf Facebook Andy Raff]&lt;br /&gt;
&lt;br /&gt;
{{Plot Further Reading}}&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Plot_creation_process&amp;diff=1576</id>
		<title>Plot creation process</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Plot_creation_process&amp;diff=1576"/>
		<updated>2015-05-02T14:59:32Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Stage 10 - Player Follow-up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
This page is designed to help the writers - and everyone involved with creating and running plot at Empire understand what the process is and how it works.&lt;br /&gt;
&lt;br /&gt;
Producing plot for a large game is a difficult process. With thirty writers and 2000 participants, we need to have a single process for organizing costume, NPCs, props, ribbons for items, debriefs for NPCs. Ultimately the process is designed to help writers; otherwise when you come to run your plot requiring 40 NPCs to dress in Brass Coast costume for a quest - you will discover that all the NPCs are out, all the Brass Coast costume is out and all the quest slots are filled.&lt;br /&gt;
&lt;br /&gt;
==Ethos==&lt;br /&gt;
The writer is central to the ethos for the writing and running plot at events. The [[plot support]] team are here to help, but the default assumption is that the writer will carry out all the steps needed to write and run their plot. As a writer, the responsibility for ensuring that your plot has been approved and timetabled and the right costume, props, and ribbons are ready lies with you. We don&#039;t necessarily expect one person to do all these things, we are here to help and we encourage writers to work together in teams - but the responsibility to ensure that it is done lies with the writer.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve chosen this approach for several reasons. This approach will allow us to scale what we do to run more plot by adding more writers to our team over time. However it should also ensure that the key decisions taken about a plot, timing, budget, briefing, etc - are made by the writer who created it rather than by someone else. And finally it should mean that the writer is able to drive the plot process to ensure that their plot gets approved and run at events.&lt;br /&gt;
&lt;br /&gt;
==Teams==&lt;br /&gt;
We encourage all Empire plot writers to get a team together if they can. There are many advantages to writing plot as part of a team - you have like-minded friends that you can discuss the plot with as you create it. If you can&#039;t make an event, or you&#039;re busy at an event when a question about your plot comes in, then a fellow team member can cover for you.&lt;br /&gt;
&lt;br /&gt;
More importantly, running plot at an Empire event requires a wide range of skills. We don&#039;t assume that a single writer has all those skills, but if you have a team of people then they can cover the skills needed between them. Actually &#039;&#039;writing&#039;&#039; plot is just one part of what is needed to get your plot to run. The best teams will include people who are good with costume, props, briefing and debriefing, time-tabling and logistics, even if some of those people don&#039;t actually &#039;&#039;write&#039;&#039; the plot your team runs.&lt;br /&gt;
&lt;br /&gt;
Wherever we talk about a plot writer on this page, we&#039;re also referring to their team if they are part of one. &lt;br /&gt;
&lt;br /&gt;
==Plot Support==&lt;br /&gt;
The [[plot support]] team is a central team whose core job is to help the writers run the plot they have created. There are several steps involved in producing plot at an event and we realize that some writers or teams will not feel enthusiastic or capable of doing them all.&lt;br /&gt;
&lt;br /&gt;
You can&#039;t divest yourself of the responsibility for a plot - it&#039;s still down to the writer to ensure that their plot runs, but you can get help with any stage of the process. The plot support team includes people who are experienced with costume and props and can help advise you how to source the things you need for your plot. They are familiar with our IT systems and can help you get the ribbons and items your plot needs as well as brief and debrief your plot. Some members of the team may be able to brief a plot for you - or just help you find NPCs to play the roles.&lt;br /&gt;
&lt;br /&gt;
Whatever you need to do to get your plot to run, the plot support team are here to help.&lt;br /&gt;
&lt;br /&gt;
==Ten Steps==&lt;br /&gt;
We&#039;ve divided the plot creation process into ten steps and laid them out in a rough sequential order for ease of reading. All writers need to follow the process, but individual writers can work through the steps in the order that suits them best. Some writers like to buy a beautiful prop and create a plot around that; some writers will want to get the basics of their plot approved before spending time putting it on the wiki.&lt;br /&gt;
&lt;br /&gt;
==Stage 1 - Write Some Plot==&lt;br /&gt;
Any member of crew who wants to get involved in writing plot for Empire events is welcome to do so. Experience can help, but it is far from essential and a good knowledge of the setting is likely to be just as useful as a decade of experience writing plot for other games. What is essential is to make sure that you read the [[plot style guide]] first. We hope that you will also find the [[plot tools]] invaluable for giving you ideas and showing you elements of the setting you can use to turn those ideas into plots.&lt;br /&gt;
&lt;br /&gt;
The best members of the plot support team to talk to about your plot are Andy Rafferty and Matt Pennington. Both have lots of experience creating plot for large events and Andy is the ultimate authority for questions about the Empire setting. &lt;br /&gt;
&lt;br /&gt;
==Stage 2 - Put it on the Wiki==&lt;br /&gt;
We have a single central platform for plot - the [http://www.profounddecisions.co.uk/empireplotwiki/Main_Page plot wiki]. Before you can attempt to run your plot at an event, you must have documented the plot on its own page on the plot wiki. You can&#039;t get final approval for any plot until this is done.&lt;br /&gt;
&lt;br /&gt;
Most members of the plot support team will be able to help you use the plot wiki. If you are having a specific problem then Aquarion (Nicholas Avenell) is the best person to talk to.&lt;br /&gt;
&lt;br /&gt;
===NPC Stats===&lt;br /&gt;
You need to include stats for any NPCs or monsters that are needed for your plot. You can specify the individual skills an NPC has or just give a general description (e.g. 8 pt magician) to indicate the rough things you want. It is very rare in Empire for a plot to need an NPC to be particularly powerful but if it is essential then you must itemize their individual skills.&lt;br /&gt;
&lt;br /&gt;
If you need stats for a monster for a quest or battle, then the best thing to do is to choose a standard creature from the bestiary on the plot wiki. If there is nothing on the wiki that suits your purpose then you can create a new creature, but if you do this then we will need to check it for consistency with the setting and to ensure the creature&#039;s stats are play balanced.&lt;br /&gt;
&lt;br /&gt;
===Ribbons, Rituals and Items===&lt;br /&gt;
If your plot requires any game items, like magical items, potions, herbs, mana crystals, coins, resources or bourse resources, then you need to specify these on the page for your plot on the wiki. A sensible amount of resources to include for a small plot is equivalent to the amount of resources a player would get after one downtime; 10 ingots, 7 mana crytals, 14 herbs or 9 crowns. A bigger plot might include twice as many resources or substitute some resources for potions and magical items.&lt;br /&gt;
&lt;br /&gt;
If your plot needs one or more magical items then the best thing to do is to pick suitable items from the [http://www.profounddecisions.co.uk/empire-wiki/Magic_Items standard list] on the player wiki. If there is nothing on the wiki that suits your purpose then you can create a rare or unique item, but if you do this then you will have to specify clearly what you want the item to do. We cannot check, approve, and produce a magical item unless we know what you are proposing.&lt;br /&gt;
&lt;br /&gt;
There is a similar process to go through if your plot involves one or more [http://www.profounddecisions.co.uk/empire-wiki/Ritual_list rituals]. If the NPCs are performing a ritual, or have already done so, then the best thing to do is to pick suitable rituals from the standard list on the player wiki. If there is nothing suitable then you can create a new ritual, but as with magical items, you must specify clearly what the ritual will do.&lt;br /&gt;
&lt;br /&gt;
===Divination Responses===&lt;br /&gt;
When your plot is in the field, it will be interrogated by the players. They will use the tools at their disposal, usually divination rituals, to find out more information about your plot. Players ritual are handled by the field refs - who will process it and then radio the plot support team for an answer.&lt;br /&gt;
&lt;br /&gt;
If you are available (in the plot room or on a radio) - then the plot support team will pass the request to you. If you are not available then the team will create a response to the ritual using the details provided in your plot brief. The more detail here - the easier it will be for them to create the response you would want. &lt;br /&gt;
&lt;br /&gt;
Common Rituals that the players will cast to find out more are:&lt;br /&gt;
&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Swim_Leviathan&#039;s_Depth Swim Leviathan&#039;s Depth] - Allows them to ask Leviathan why something is happening.&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Bright_Lantern_of_Ophis Bright Lantern of Ophis] - Allows them to analyze a magical effect.&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/The_Eye_of_the_High_Places The Eye of the High Places] - Allows them to analyze magical effects in a large area.&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Eyes_of_the_Sun_and_Moon Eyes of the Sun and Moon] - Tells them about military forces in a territory.&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Shadowed_Glass_of_Sung Shadowed Glass of Sung] and [http://www.profounddecisions.co.uk/empire-wiki/Clear_Lens_of_the_Eternal_River Clear Lens of the Eternal River] - Analyze an area for clues. These rituals are most useful on a quest but might be used to explore any location or &#039;scene&#039; where something has happened.&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Skein_of_Years Skein of Years] - Explores the past history of a ribboned item.&lt;br /&gt;
&lt;br /&gt;
==Stage 3 - Get it Approved==&lt;br /&gt;
Your plot &#039;&#039;&#039;must&#039;&#039;&#039; be approved by the plot support team before it can run at an event. To approve a plot we need to check that it is consistent with the existing setting - the campaign &#039;&#039;and&#039;&#039; the rules, and that it follows the plot style guidelines. It is good practice to chat to the plot support team about any unusual elements, new parts of the setting, new rules, etc as soon as possible. The earlier that we can give you feedback on your plot, the easier it will be to make sure that it is approved without any problems.&lt;br /&gt;
&lt;br /&gt;
Although you can get a green light from the plot support team to develop a plot we can&#039;t provide final approval until we all the details are fully documented on the wiki. To get your plot approved you &#039;&#039;must&#039;&#039; proactively approach the plot support team and ask them to approve your plot for you. You may need to speak to multiple depending on what elements you have included in your plot.&lt;br /&gt;
&lt;br /&gt;
===The Setting===&lt;br /&gt;
The members of the team to talk to about the setting are Andy Raff and Matt Pennington. The best way to get Matt is to email him, the best way to get Andy is to PM him or post on the [https://www.facebook.com/groups/EmpirePlot/ Empire plot Facebook group]. If you have a skype account (or can make one) then you can grab both Matt and Andy on skype and discuss your plot with them. It is much quicker to get plot approved this way, as you can quickly explain your plot and talk through any difficult elements. It is also much easier to provide feedback this way.&lt;br /&gt;
&lt;br /&gt;
===The Rules===&lt;br /&gt;
Graeme Jamieson and Nicholas Taylor are the best people to talk to about any part of your plot that involves unusual rules such as non-standard magical items, rituals or creatures that are not in the bestiary on the wiki. You can contact them both by [mailto:empire.rules@profounddecisions.co.uk email] or by posting on the Empire plot facebook group.&lt;br /&gt;
&lt;br /&gt;
==Stage 4 - Costume and Props==&lt;br /&gt;
Profound Decisions have a large wardrobe of basic costume, including weapons and armour. If your plot needs specific costume or props then you will need to source these. The best place to try and do this is on the [https://www.facebook.com/groups/243111769153902/ Empire sewing circle Facebook group]. This group contains capable volunteers who make costume for Profound Decisions as well as helping us source new items.&lt;br /&gt;
&lt;br /&gt;
If we need to pay a professional to make an item then the starting point is to see if one of the existing professionals who work with Profound Decisions can do the job for you. Folks like Sean Maguire, Darren Stocker, Andy Rimmer, and Mandala all make weapons, Doug Strand makes leather goods and Rosemary Warner and Esther Reeves both make costume. If these people can&#039;t help then consider the traders who trade at our events, all of whom are likely to be helpful.&lt;br /&gt;
&lt;br /&gt;
Each writer, or writing team, will be allocated their own budget by Matt Pennington. This budget is for the four Empire events for that year and it is up to you how you allocate it for the plots you are developing and running for that year. It will be allocated based on your track record of running plot at Empire - the more plot you run, the more budget you&#039;ll get. If you don&#039;t spend all your budget then you can carry it over to the next year.&lt;br /&gt;
&lt;br /&gt;
The best people from plot support to talk to about our existing costume stores are Vicky (Victoria O&#039;connell) or Leah Tardival. Both will also be able to give advice on what sort of costumes and props you might need, what they might need to look like and where to go to order them.&lt;br /&gt;
&lt;br /&gt;
==Stage 5 - Makeup and Prosthetics==&lt;br /&gt;
Empire has a dedicated make-up team that is led by Agnes Eklund. The team have an existing store of make-up and basic prosthetics and has experience making and ordering new prosthetics. If your plot requires only standard make-up, for example orcs or characters with lineage then Agnes&#039; team will usually be able to handle this for you without much warning provided they are free. If your plot requires new prosthetics or a complex make-up job then it is essential that you talk to Agnes early about your needs if you want her team to be able to help you at the event.&lt;br /&gt;
&lt;br /&gt;
With multiple writers, the make-up team are always in demand, but they are especially busy preparing for the big battles on Saturday and Sunday morning. It is essential to avoid time-tabling a complex make-up effect for this time unless you have special dispensation directly from Agnes to do so.&lt;br /&gt;
&lt;br /&gt;
==Stage 6 - Timetabling your Plot==&lt;br /&gt;
Once your plot has received final approval, then you need to add it to the plot timetable for an event. The timetable will be a google spreadsheet that all the writers and members of plot support have access to. The critical element when timetabling plot is to ensure that there are sufficient NPCs available.&lt;br /&gt;
&lt;br /&gt;
NPCs on the timetable are allocated on a first come first served basis. It is best to get your plot written and approved early so that you can add it to the timetable. If your plot needs NPCs but the timetable is already full, then you will have to wait until the next event to run the plot. If the plot requires a quest slot then you will need to indicate this by writing the plot against one of the available quest slots on the spreadsheet.&lt;br /&gt;
&lt;br /&gt;
Your plot may not require any NPCs from the pool in the plot room. For example, there are existing NPCs that you may be able to make use of in your plot, such as the bards, civil servants, egregores, and magistrates. If this is the case then you can run your plot at any time, but it must still be timetabled, so that we can see when the plot is running. Please add it to the appropriate column on the spreadsheet and leave the NPC requirement blank.&lt;br /&gt;
&lt;br /&gt;
You will need to make your best estimate of how many hours your NPCs will be out for. If your estimate is too short it will cause problems for other writers, but too long will mean your NPCs have nothing to do once they return to the plot room. Chessy (Michelle Taylor) is the best person from plot support to talk if you need help timetabling your plot.&lt;br /&gt;
&lt;br /&gt;
For more detailed instructions on filling in the plot timetable successfully, see [[Plot Timetable Instructions]].&lt;br /&gt;
&lt;br /&gt;
==Stage 7 - Assigning NPCs==&lt;br /&gt;
You can leave assigning NPCs to your plot to the day of the event. If you have timetabled your plot correctly then the NPCs you need should be ready to play the role at the appropriate time in the plot room. You can take them to one side, get them briefed, and then send them out.&lt;br /&gt;
&lt;br /&gt;
If you want specific individuals to play NPC roles for you in one of your plots, then you&#039;ll need to chat to them to arrange that. We have a large pool of volunteers who NPC full time at events who are organized into teams of approximately five. If you need a small group of NPCs then you can chat to the team leader. If you just need one or two people then it is best to speak to them direct. It is wise to check that any individual you speak to has not agreed to be in another plot that is running at the same time.&lt;br /&gt;
&lt;br /&gt;
Assigning NPCs in advance can be very effective. It means you can pick people who are familiar with the role or at least that part of the setting. You can give them the brief before the event, making things much quicker on the day and you may well find your plot benefits from allowing them to have some input and development on the role.&lt;br /&gt;
&lt;br /&gt;
Fluff (Ben Dixon) or Vicky (Victoria O&#039;Connell) are the best people from the plot support team to provide help with assigning NPCs either in advance or on the day.&lt;br /&gt;
&lt;br /&gt;
==Stage 8 - Briefing NPCs==&lt;br /&gt;
Your NPCs will need to be briefed before they can enact your plot. Written briefs are incredibly useful, as they provide invaluable documentation and help speed up briefing before the event and on the day. However you don&#039;t need to produce a full written brief if that is not your style, provided that your plot write up includes the essential details.&lt;br /&gt;
&lt;br /&gt;
Fluff (Ben Dixon) or Vicky (Victoria O&#039;Connell) are the best people from the plot support team to help with briefing NPCs on the day.&lt;br /&gt;
&lt;br /&gt;
==Stage 9 - Debriefing NPCs==&lt;br /&gt;
When your NPCs return to the plot room they will be asked by the plot support team to put a debrief of their plot on to the plot wiki. The debriefs are added using the debrief button provided by the plot template which appears on your wiki page. If you need specific questions answered by the NPCs then you will need to ensure that you are there when the NPCs get back and debrief the plot.&lt;br /&gt;
&lt;br /&gt;
For Quests the Skirmish Team will provide an overall Quest debrief in addition to any specific details provided by the NPCs&lt;br /&gt;
&lt;br /&gt;
Debriefing is important because it allows us to track what plots ran and what the outcomes were. It is critically important for game consistency that we get good quality debriefs. Everyone involved in the plot process, writers, plot support, and NPCs should be aware of the importance of getting good debriefs.&lt;br /&gt;
&lt;br /&gt;
==Stage 10 - Player Follow-up==&lt;br /&gt;
The Empire campaign specifically prohibits free text downtime - players are &#039;&#039;prohibited&#039;&#039; from trying to follow up a plot in downtime. It is worth bearing this in mind when writing a plot.&lt;br /&gt;
&lt;br /&gt;
However there are things the players can do to chase a plot has left the field. The most common are:&lt;br /&gt;
&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Call_Winged_Messenger Call Winged Messenger] - Send a message to a named NPC.&lt;br /&gt;
* Create a missive to an Eternal - Send a message to a named Eternal which has provided them a way to do so - e.g. Missive to Sadogua. &lt;br /&gt;
** If the Eternal you are working with does not currently have a defined communication mechanism, and you want the players to be able to communicate with them, you will need to give one out with your plot - this might be an item that gives them a one-shot ability to send a message, an arcane projection which allows them to send a ritual message, or if you are confident that you will be able to support communication with this Eternal over the long term, a ritual text of such a ritual.&lt;br /&gt;
&lt;br /&gt;
These requests will come to a field ref - who will process the request and then refer it back to the plot support team.&lt;br /&gt;
&lt;br /&gt;
The plot support team will attempt to identify the plot writer best suited to deal with any player follow-up. Missives sent to eternals and letters sent to NPCs by winged messenger will be put in the post-board in plot. There is a box for each plot team where they can collect their post from. Unidentified plot will be added to a single box marked &amp;quot;unknown&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you find a piece of plot follow-up in your box that is nothing to do with any of your plots, then please move it to the &amp;quot;unknown&amp;quot; box. Plot support will empty this box after the event and try to chase it up with the whole plot team using the Facebook writers group.&lt;br /&gt;
&lt;br /&gt;
Players may also commission a [http://www.profounddecisions.co.uk/empire-wiki/Historical_research historical research] request through the Imperial Senate. This results in a report collated by NPC civil servants who spend the period between events trawling archives and libraries all over the Empire. Some research requests will find no useful information, but you may be asked to write a research request result related to one of your plots, or to provide enough details that someone else can write one. A research request is a useful tool because it allows you to help players drive your plot forward, and can be used to reveal additional information about the background; point to a quest or unexpected avenue to pursue the quest; or even provide leads to an entirely new plot, depending on the nature of the research.&lt;br /&gt;
&lt;br /&gt;
==Contact Details==&lt;br /&gt;
* [https://www.facebook.com/Hobbes00uk Facebook Matt Pennington] or [mailto:matt@profounddecisions.co.uk matt@profounddecisions.co.uk] &lt;br /&gt;
* [https://www.facebook.com/andy.raff.1?fref=ts&amp;amp;ref=br_tf Facebook Andy Raff]&lt;br /&gt;
&lt;br /&gt;
{{Plot Further Reading}}&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Plot_Timetable_Instructions&amp;diff=1575</id>
		<title>Plot Timetable Instructions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Plot_Timetable_Instructions&amp;diff=1575"/>
		<updated>2015-05-02T14:55:21Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Plot_creation_process]]&lt;br /&gt;
&lt;br /&gt;
The current plot spreadsheet will be available as a link from the Plot FB group and on the plot wiki - it&#039;s deliberately not here because this wiki is available to players! Please do not helpfully edit a link to it into this page :-).&lt;br /&gt;
&lt;br /&gt;
TL;DR: Add your plot link, in hyperlink format - that&#039;s &amp;lt;pre&amp;gt;=HYPERLINK(&amp;quot;http://www.profounddecisions.co.uk/empireplotwiki/Plot:Your_Plot_Name&amp;quot;,&amp;quot;Your Plot Name&amp;quot;)&amp;lt;/pre&amp;gt; - to whichever slot you want to book; if you want field (non-fighty) NPCs, add a number of field NPCs in the box under that. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Currently skirmish team booking (and skirmish field location booking) is handled by asking James Crollie for a quest slot on the Plot FB group / by FB PM. The quest timetable information on the spreadsheet is for information only - please don&#039;t edit it unless you&#039;ve been told to by James Crollie or Michelle Taylor.&lt;br /&gt;
&lt;br /&gt;
More details:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Anvil&#039; slots&#039;&#039;&#039; are for sending field-NPC crew out onto the main field. If these columns have all filled up but there are still NPCs available, please ask ChessyPig / Michelle Taylor for a new column to be added - we&#039;re just trying to avoid massive side-scrolling death for everyone, there isn&#039;t a magic number of columns here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;PLV Tent&#039; and &#039;Env Tent&#039;&#039;&#039;&#039; are physical locations you can book. You should talk to their organisers about your requirements before booking them! Add a number of NPCs as above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Makeup&#039;&#039;&#039;&#039; is for booking makeup jobs that you&#039;ll need the attention of the makeup team for - this is an attempt to make sure we don&#039;t have e.g. two Eternals in prep at the same time :-). You should add an NPC number for the number of NPCs who are going to be sitting around being made up at the time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Sentinel Gate&#039;&#039;&#039;&#039; is for booking a time for people to leave Anvil through the Sentinel Gate. This will go on the conjunctions list that the plot desk will use to answer Detect Magic requests from the portal. Don&#039;t put an NPC number here - book a number of field NPCs under the physical location you&#039;re using at the other end of the gate (generally one of the tents).&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve booked a Gate slot, you must have near the top of your plot wiki page the Sentinel Gate details: the IC location the Gate is pointing to (preferably in the format Specific Location, Region, Territory) and the type of gate (Quest gate, player limit N; Skirmish gate, character nationality X; Battle gate).&lt;br /&gt;
&lt;br /&gt;
If you&#039;re planning a fighty encounter using a skirmish team, please abide by their advice on gate numbers :-).&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Plot_creation_process&amp;diff=1574</id>
		<title>Plot creation process</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Plot_creation_process&amp;diff=1574"/>
		<updated>2015-05-02T14:46:22Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Stage 5 - Makeup and Prosthetics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
This page is designed to help the writers - and everyone involved with creating and running plot at Empire understand what the process is and how it works.&lt;br /&gt;
&lt;br /&gt;
Producing plot for a large game is a difficult process. With thirty writers and 2000 participants, we need to have a single process for organizing costume, NPCs, props, ribbons for items, debriefs for NPCs. Ultimately the process is designed to help writers; otherwise when you come to run your plot requiring 40 NPCs to dress in Brass Coast costume for a quest - you will discover that all the NPCs are out, all the Brass Coast costume is out and all the quest slots are filled.&lt;br /&gt;
&lt;br /&gt;
==Ethos==&lt;br /&gt;
The writer is central to the ethos for the writing and running plot at events. The [[plot support]] team are here to help, but the default assumption is that the writer will carry out all the steps needed to write and run their plot. As a writer, the responsibility for ensuring that your plot has been approved and timetabled and the right costume, props, and ribbons are ready lies with you. We don&#039;t necessarily expect one person to do all these things, we are here to help and we encourage writers to work together in teams - but the responsibility to ensure that it is done lies with the writer.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve chosen this approach for several reasons. This approach will allow us to scale what we do to run more plot by adding more writers to our team over time. However it should also ensure that the key decisions taken about a plot, timing, budget, briefing, etc - are made by the writer who created it rather than by someone else. And finally it should mean that the writer is able to drive the plot process to ensure that their plot gets approved and run at events.&lt;br /&gt;
&lt;br /&gt;
==Teams==&lt;br /&gt;
We encourage all Empire plot writers to get a team together if they can. There are many advantages to writing plot as part of a team - you have like-minded friends that you can discuss the plot with as you create it. If you can&#039;t make an event, or you&#039;re busy at an event when a question about your plot comes in, then a fellow team member can cover for you.&lt;br /&gt;
&lt;br /&gt;
More importantly, running plot at an Empire event requires a wide range of skills. We don&#039;t assume that a single writer has all those skills, but if you have a team of people then they can cover the skills needed between them. Actually &#039;&#039;writing&#039;&#039; plot is just one part of what is needed to get your plot to run. The best teams will include people who are good with costume, props, briefing and debriefing, time-tabling and logistics, even if some of those people don&#039;t actually &#039;&#039;write&#039;&#039; the plot your team runs.&lt;br /&gt;
&lt;br /&gt;
Wherever we talk about a plot writer on this page, we&#039;re also referring to their team if they are part of one. &lt;br /&gt;
&lt;br /&gt;
==Plot Support==&lt;br /&gt;
The [[plot support]] team is a central team whose core job is to help the writers run the plot they have created. There are several steps involved in producing plot at an event and we realize that some writers or teams will not feel enthusiastic or capable of doing them all.&lt;br /&gt;
&lt;br /&gt;
You can&#039;t divest yourself of the responsibility for a plot - it&#039;s still down to the writer to ensure that their plot runs, but you can get help with any stage of the process. The plot support team includes people who are experienced with costume and props and can help advise you how to source the things you need for your plot. They are familiar with our IT systems and can help you get the ribbons and items your plot needs as well as brief and debrief your plot. Some members of the team may be able to brief a plot for you - or just help you find NPCs to play the roles.&lt;br /&gt;
&lt;br /&gt;
Whatever you need to do to get your plot to run, the plot support team are here to help.&lt;br /&gt;
&lt;br /&gt;
==Ten Steps==&lt;br /&gt;
We&#039;ve divided the plot creation process into ten steps and laid them out in a rough sequential order for ease of reading. All writers need to follow the process, but individual writers can work through the steps in the order that suits them best. Some writers like to buy a beautiful prop and create a plot around that; some writers will want to get the basics of their plot approved before spending time putting it on the wiki.&lt;br /&gt;
&lt;br /&gt;
==Stage 1 - Write Some Plot==&lt;br /&gt;
Any member of crew who wants to get involved in writing plot for Empire events is welcome to do so. Experience can help, but it is far from essential and a good knowledge of the setting is likely to be just as useful as a decade of experience writing plot for other games. What is essential is to make sure that you read the [[plot style guide]] first. We hope that you will also find the [[plot tools]] invaluable for giving you ideas and showing you elements of the setting you can use to turn those ideas into plots.&lt;br /&gt;
&lt;br /&gt;
The best members of the plot support team to talk to about your plot are Andy Rafferty and Matt Pennington. Both have lots of experience creating plot for large events and Andy is the ultimate authority for questions about the Empire setting. &lt;br /&gt;
&lt;br /&gt;
==Stage 2 - Put it on the Wiki==&lt;br /&gt;
We have a single central platform for plot - the [http://www.profounddecisions.co.uk/empireplotwiki/Main_Page plot wiki]. Before you can attempt to run your plot at an event, you must have documented the plot on its own page on the plot wiki. You can&#039;t get final approval for any plot until this is done.&lt;br /&gt;
&lt;br /&gt;
Most members of the plot support team will be able to help you use the plot wiki. If you are having a specific problem then Aquarion (Nicholas Avenell) is the best person to talk to.&lt;br /&gt;
&lt;br /&gt;
===NPC Stats===&lt;br /&gt;
You need to include stats for any NPCs or monsters that are needed for your plot. You can specify the individual skills an NPC has or just give a general description (e.g. 8 pt magician) to indicate the rough things you want. It is very rare in Empire for a plot to need an NPC to be particularly powerful but if it is essential then you must itemize their individual skills.&lt;br /&gt;
&lt;br /&gt;
If you need stats for a monster for a quest or battle, then the best thing to do is to choose a standard creature from the bestiary on the plot wiki. If there is nothing on the wiki that suits your purpose then you can create a new creature, but if you do this then we will need to check it for consistency with the setting and to ensure the creature&#039;s stats are play balanced.&lt;br /&gt;
&lt;br /&gt;
===Ribbons, Rituals and Items===&lt;br /&gt;
If your plot requires any game items, like magical items, potions, herbs, mana crystals, coins, resources or bourse resources, then you need to specify these on the page for your plot on the wiki. A sensible amount of resources to include for a small plot is equivalent to the amount of resources a player would get after one downtime; 10 ingots, 7 mana crytals, 14 herbs or 9 crowns. A bigger plot might include twice as many resources or substitute some resources for potions and magical items.&lt;br /&gt;
&lt;br /&gt;
If your plot needs one or more magical items then the best thing to do is to pick suitable items from the [http://www.profounddecisions.co.uk/empire-wiki/Magic_Items standard list] on the player wiki. If there is nothing on the wiki that suits your purpose then you can create a rare or unique item, but if you do this then you will have to specify clearly what you want the item to do. We cannot check, approve, and produce a magical item unless we know what you are proposing.&lt;br /&gt;
&lt;br /&gt;
There is a similar process to go through if your plot involves one or more [http://www.profounddecisions.co.uk/empire-wiki/Ritual_list rituals]. If the NPCs are performing a ritual, or have already done so, then the best thing to do is to pick suitable rituals from the standard list on the player wiki. If there is nothing suitable then you can create a new ritual, but as with magical items, you must specify clearly what the ritual will do.&lt;br /&gt;
&lt;br /&gt;
===Divination Responses===&lt;br /&gt;
When your plot is in the field, it will be interrogated by the players. They will use the tools at their disposal, usually divination rituals, to find out more information about your plot. Players ritual are handled by the field refs - who will process it and then radio the plot support team for an answer.&lt;br /&gt;
&lt;br /&gt;
If you are available (in the plot room or on a radio) - then the plot support team will pass the request to you. If you are not available then the team will create a response to the ritual using the details provided in your plot brief. The more detail here - the easier it will be for them to create the response you would want. &lt;br /&gt;
&lt;br /&gt;
Common Rituals that the players will cast to find out more are:&lt;br /&gt;
&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Swim_Leviathan&#039;s_Depth Swim Leviathan&#039;s Depth] - Allows them to ask Leviathan why something is happening.&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Bright_Lantern_of_Ophis Bright Lantern of Ophis] - Allows them to analyze a magical effect.&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/The_Eye_of_the_High_Places The Eye of the High Places] - Allows them to analyze magical effects in a large area.&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Eyes_of_the_Sun_and_Moon Eyes of the Sun and Moon] - Tells them about military forces in a territory.&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Shadowed_Glass_of_Sung Shadowed Glass of Sung] and [http://www.profounddecisions.co.uk/empire-wiki/Clear_Lens_of_the_Eternal_River Clear Lens of the Eternal River] - Analyze an area for clues. These rituals are most useful on a quest but might be used to explore any location or &#039;scene&#039; where something has happened.&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Skein_of_Years Skein of Years] - Explores the past history of a ribboned item.&lt;br /&gt;
&lt;br /&gt;
==Stage 3 - Get it Approved==&lt;br /&gt;
Your plot &#039;&#039;&#039;must&#039;&#039;&#039; be approved by the plot support team before it can run at an event. To approve a plot we need to check that it is consistent with the existing setting - the campaign &#039;&#039;and&#039;&#039; the rules, and that it follows the plot style guidelines. It is good practice to chat to the plot support team about any unusual elements, new parts of the setting, new rules, etc as soon as possible. The earlier that we can give you feedback on your plot, the easier it will be to make sure that it is approved without any problems.&lt;br /&gt;
&lt;br /&gt;
Although you can get a green light from the plot support team to develop a plot we can&#039;t provide final approval until we all the details are fully documented on the wiki. To get your plot approved you &#039;&#039;must&#039;&#039; proactively approach the plot support team and ask them to approve your plot for you. You may need to speak to multiple depending on what elements you have included in your plot.&lt;br /&gt;
&lt;br /&gt;
===The Setting===&lt;br /&gt;
The members of the team to talk to about the setting are Andy Raff and Matt Pennington. The best way to get Matt is to email him, the best way to get Andy is to PM him or post on the [https://www.facebook.com/groups/EmpirePlot/ Empire plot Facebook group]. If you have a skype account (or can make one) then you can grab both Matt and Andy on skype and discuss your plot with them. It is much quicker to get plot approved this way, as you can quickly explain your plot and talk through any difficult elements. It is also much easier to provide feedback this way.&lt;br /&gt;
&lt;br /&gt;
===The Rules===&lt;br /&gt;
Graeme Jamieson and Nicholas Taylor are the best people to talk to about any part of your plot that involves unusual rules such as non-standard magical items, rituals or creatures that are not in the bestiary on the wiki. You can contact them both by [mailto:empire.rules@profounddecisions.co.uk email] or by posting on the Empire plot facebook group.&lt;br /&gt;
&lt;br /&gt;
==Stage 4 - Costume and Props==&lt;br /&gt;
Profound Decisions have a large wardrobe of basic costume, including weapons and armour. If your plot needs specific costume or props then you will need to source these. The best place to try and do this is on the [https://www.facebook.com/groups/243111769153902/ Empire sewing circle Facebook group]. This group contains capable volunteers who make costume for Profound Decisions as well as helping us source new items.&lt;br /&gt;
&lt;br /&gt;
If we need to pay a professional to make an item then the starting point is to see if one of the existing professionals who work with Profound Decisions can do the job for you. Folks like Sean Maguire, Darren Stocker, Andy Rimmer, and Mandala all make weapons, Doug Strand makes leather goods and Rosemary Warner and Esther Reeves both make costume. If these people can&#039;t help then consider the traders who trade at our events, all of whom are likely to be helpful.&lt;br /&gt;
&lt;br /&gt;
Each writer, or writing team, will be allocated their own budget by Matt Pennington. This budget is for the four Empire events for that year and it is up to you how you allocate it for the plots you are developing and running for that year. It will be allocated based on your track record of running plot at Empire - the more plot you run, the more budget you&#039;ll get. If you don&#039;t spend all your budget then you can carry it over to the next year.&lt;br /&gt;
&lt;br /&gt;
The best people from plot support to talk to about our existing costume stores are Vicky (Victoria O&#039;connell) or Leah Tardival. Both will also be able to give advice on what sort of costumes and props you might need, what they might need to look like and where to go to order them.&lt;br /&gt;
&lt;br /&gt;
==Stage 5 - Makeup and Prosthetics==&lt;br /&gt;
Empire has a dedicated make-up team that is led by Agnes Eklund. The team have an existing store of make-up and basic prosthetics and has experience making and ordering new prosthetics. If your plot requires only standard make-up, for example orcs or characters with lineage then Agnes&#039; team will usually be able to handle this for you without much warning provided they are free. If your plot requires new prosthetics or a complex make-up job then it is essential that you talk to Agnes early about your needs if you want her team to be able to help you at the event.&lt;br /&gt;
&lt;br /&gt;
With multiple writers, the make-up team are always in demand, but they are especially busy preparing for the big battles on Saturday and Sunday morning. It is essential to avoid time-tabling a complex make-up effect for this time unless you have special dispensation directly from Agnes to do so.&lt;br /&gt;
&lt;br /&gt;
==Stage 6 - Timetabling your Plot==&lt;br /&gt;
Once your plot has received final approval, then you need to add it to the plot timetable for an event. The timetable will be a google spreadsheet that all the writers and members of plot support have access to. The critical element when timetabling plot is to ensure that there are sufficient NPCs available.&lt;br /&gt;
&lt;br /&gt;
NPCs on the timetable are allocated on a first come first served basis. It is best to get your plot written and approved early so that you can add it to the timetable. If your plot needs NPCs but the timetable is already full, then you will have to wait until the next event to run the plot. If the plot requires a quest slot then you will need to indicate this by writing the plot against one of the available quest slots on the spreadsheet.&lt;br /&gt;
&lt;br /&gt;
Your plot may not require any NPCs from the pool in the plot room. For example, there are existing NPCs that you may be able to make use of in your plot, such as the bards, civil servants, egregores, and magistrates. If this is the case then you can run your plot at any time, but it must still be timetabled, so that we can see when the plot is running. Please add it to the appropriate column on the spreadsheet and leave the NPC requirement blank.&lt;br /&gt;
&lt;br /&gt;
You will need to make your best estimate of how many hours your NPCs will be out for. If your estimate is too short it will cause problems for other writers, but too long will mean your NPCs have nothing to do once they return to the plot room. Chessy (Michelle Taylor) is the best person from plot support to talk if you need help timetabling your plot.&lt;br /&gt;
&lt;br /&gt;
For more detailed instructions on filling in the plot timetable successfully, see [[Plot Timetable Instructions]].&lt;br /&gt;
&lt;br /&gt;
==Stage 7 - Assigning NPCs==&lt;br /&gt;
You can leave assigning NPCs to your plot to the day of the event. If you have timetabled your plot correctly then the NPCs you need should be ready to play the role at the appropriate time in the plot room. You can take them to one side, get them briefed, and then send them out.&lt;br /&gt;
&lt;br /&gt;
If you want specific individuals to play NPC roles for you in one of your plots, then you&#039;ll need to chat to them to arrange that. We have a large pool of volunteers who NPC full time at events who are organized into teams of approximately five. If you need a small group of NPCs then you can chat to the team leader. If you just need one or two people then it is best to speak to them direct. It is wise to check that any individual you speak to has not agreed to be in another plot that is running at the same time.&lt;br /&gt;
&lt;br /&gt;
Assigning NPCs in advance can be very effective. It means you can pick people who are familiar with the role or at least that part of the setting. You can give them the brief before the event, making things much quicker on the day and you may well find your plot benefits from allowing them to have some input and development on the role.&lt;br /&gt;
&lt;br /&gt;
Fluff (Ben Dixon) or Vicky (Victoria O&#039;Connell) are the best people from the plot support team to provide help with assigning NPCs either in advance or on the day.&lt;br /&gt;
&lt;br /&gt;
==Stage 8 - Briefing NPCs==&lt;br /&gt;
Your NPCs will need to be briefed before they can enact your plot. Written briefs are incredibly useful, as they provide invaluable documentation and help speed up briefing before the event and on the day. However you don&#039;t need to produce a full written brief if that is not your style, provided that your plot write up includes the essential details.&lt;br /&gt;
&lt;br /&gt;
Fluff (Ben Dixon) or Vicky (Victoria O&#039;Connell) are the best people from the plot support team to help with briefing NPCs on the day.&lt;br /&gt;
&lt;br /&gt;
==Stage 9 - Debriefing NPCs==&lt;br /&gt;
When your NPCs return to the plot room they will be asked by the plot support team to put a debrief of their plot on to the plot wiki. The debriefs are added using the debrief button provided by the plot template which appears on your wiki page. If you need specific questions answered by the NPCs then you will need to ensure that you are there when the NPCs get back and debrief the plot.&lt;br /&gt;
&lt;br /&gt;
For Quests the Skirmish Team will provide an overall Quest debrief in addition to any specific details provided by the NPCs&lt;br /&gt;
&lt;br /&gt;
Debriefing is important because it allows us to track what plots ran and what the outcomes were. It is critically important for game consistency that we get good quality debriefs. Everyone involved in the plot process, writers, plot support, and NPCs should be aware of the importance of getting good debriefs.&lt;br /&gt;
&lt;br /&gt;
==Stage 10 - Player Follow-up==&lt;br /&gt;
The Empire campaign specifically prohibits free text downtime - players are &#039;&#039;prohibited&#039;&#039; from trying to follow up a plot in downtime. It is worth bearing this in mind when writing a plot.&lt;br /&gt;
&lt;br /&gt;
However there are things the players can do to chase a plot has left the field. The most common are:&lt;br /&gt;
&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Call_Winged_Messenger Call Winged Messenger] - Send a message to a named NPC.&lt;br /&gt;
* Create a missive to an Eternal - Send a message to a named Eternal&lt;br /&gt;
&lt;br /&gt;
These requests will come to a field ref - who will process the request and then refer it back to the plot support team.&lt;br /&gt;
&lt;br /&gt;
The plot support team will attempt to identify the plot writer best suited to deal with any player follow-up. Missives sent to eternals and letters sent to NPCs by winged messenger will be put in the post-board in plot. There is a box for each plot team where they can collect their post from. Unidentified plot will be added to a single box marked &amp;quot;unknown&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you find a piece of plot follow-up in your box that is nothing to do with any of your plots, then please move it to the &amp;quot;unknown&amp;quot; box. Plot support will empty this box after the event and try to chase it up with the whole plot team using the Facebook writers group.&lt;br /&gt;
&lt;br /&gt;
Players may also commission a [http://www.profounddecisions.co.uk/empire-wiki/Historical_research historical research] request through the Imperial Senate. This results in a report collated by NPC civil servants who spend the period between events trawling archives and libraries all over the Empire. Some research requests will find no useful information, but you may be asked to write a research request result related to one of your plots, or to provide enough details that someone else can write one. A research request is a useful tool because it allows you to help players drive your plot forward, and can be used to reveal additional information about the background; point to a quest or unexpected avenue to pursue the quest; or even provide leads to an entirely new plot, depending on the nature of the research.&lt;br /&gt;
&lt;br /&gt;
==Contact Details==&lt;br /&gt;
* [https://www.facebook.com/Hobbes00uk Facebook Matt Pennington] or [mailto:matt@profounddecisions.co.uk matt@profounddecisions.co.uk] &lt;br /&gt;
* [https://www.facebook.com/andy.raff.1?fref=ts&amp;amp;ref=br_tf Facebook Andy Raff]&lt;br /&gt;
&lt;br /&gt;
{{Plot Further Reading}}&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Plot_creation_process&amp;diff=1573</id>
		<title>Plot creation process</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Plot_creation_process&amp;diff=1573"/>
		<updated>2015-05-02T14:43:43Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: fix wording ;-)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
This page is designed to help the writers - and everyone involved with creating and running plot at Empire understand what the process is and how it works.&lt;br /&gt;
&lt;br /&gt;
Producing plot for a large game is a difficult process. With thirty writers and 2000 participants, we need to have a single process for organizing costume, NPCs, props, ribbons for items, debriefs for NPCs. Ultimately the process is designed to help writers; otherwise when you come to run your plot requiring 40 NPCs to dress in Brass Coast costume for a quest - you will discover that all the NPCs are out, all the Brass Coast costume is out and all the quest slots are filled.&lt;br /&gt;
&lt;br /&gt;
==Ethos==&lt;br /&gt;
The writer is central to the ethos for the writing and running plot at events. The [[plot support]] team are here to help, but the default assumption is that the writer will carry out all the steps needed to write and run their plot. As a writer, the responsibility for ensuring that your plot has been approved and timetabled and the right costume, props, and ribbons are ready lies with you. We don&#039;t necessarily expect one person to do all these things, we are here to help and we encourage writers to work together in teams - but the responsibility to ensure that it is done lies with the writer.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve chosen this approach for several reasons. This approach will allow us to scale what we do to run more plot by adding more writers to our team over time. However it should also ensure that the key decisions taken about a plot, timing, budget, briefing, etc - are made by the writer who created it rather than by someone else. And finally it should mean that the writer is able to drive the plot process to ensure that their plot gets approved and run at events.&lt;br /&gt;
&lt;br /&gt;
==Teams==&lt;br /&gt;
We encourage all Empire plot writers to get a team together if they can. There are many advantages to writing plot as part of a team - you have like-minded friends that you can discuss the plot with as you create it. If you can&#039;t make an event, or you&#039;re busy at an event when a question about your plot comes in, then a fellow team member can cover for you.&lt;br /&gt;
&lt;br /&gt;
More importantly, running plot at an Empire event requires a wide range of skills. We don&#039;t assume that a single writer has all those skills, but if you have a team of people then they can cover the skills needed between them. Actually &#039;&#039;writing&#039;&#039; plot is just one part of what is needed to get your plot to run. The best teams will include people who are good with costume, props, briefing and debriefing, time-tabling and logistics, even if some of those people don&#039;t actually &#039;&#039;write&#039;&#039; the plot your team runs.&lt;br /&gt;
&lt;br /&gt;
Wherever we talk about a plot writer on this page, we&#039;re also referring to their team if they are part of one. &lt;br /&gt;
&lt;br /&gt;
==Plot Support==&lt;br /&gt;
The [[plot support]] team is a central team whose core job is to help the writers run the plot they have created. There are several steps involved in producing plot at an event and we realize that some writers or teams will not feel enthusiastic or capable of doing them all.&lt;br /&gt;
&lt;br /&gt;
You can&#039;t divest yourself of the responsibility for a plot - it&#039;s still down to the writer to ensure that their plot runs, but you can get help with any stage of the process. The plot support team includes people who are experienced with costume and props and can help advise you how to source the things you need for your plot. They are familiar with our IT systems and can help you get the ribbons and items your plot needs as well as brief and debrief your plot. Some members of the team may be able to brief a plot for you - or just help you find NPCs to play the roles.&lt;br /&gt;
&lt;br /&gt;
Whatever you need to do to get your plot to run, the plot support team are here to help.&lt;br /&gt;
&lt;br /&gt;
==Ten Steps==&lt;br /&gt;
We&#039;ve divided the plot creation process into ten steps and laid them out in a rough sequential order for ease of reading. All writers need to follow the process, but individual writers can work through the steps in the order that suits them best. Some writers like to buy a beautiful prop and create a plot around that; some writers will want to get the basics of their plot approved before spending time putting it on the wiki.&lt;br /&gt;
&lt;br /&gt;
==Stage 1 - Write Some Plot==&lt;br /&gt;
Any member of crew who wants to get involved in writing plot for Empire events is welcome to do so. Experience can help, but it is far from essential and a good knowledge of the setting is likely to be just as useful as a decade of experience writing plot for other games. What is essential is to make sure that you read the [[plot style guide]] first. We hope that you will also find the [[plot tools]] invaluable for giving you ideas and showing you elements of the setting you can use to turn those ideas into plots.&lt;br /&gt;
&lt;br /&gt;
The best members of the plot support team to talk to about your plot are Andy Rafferty and Matt Pennington. Both have lots of experience creating plot for large events and Andy is the ultimate authority for questions about the Empire setting. &lt;br /&gt;
&lt;br /&gt;
==Stage 2 - Put it on the Wiki==&lt;br /&gt;
We have a single central platform for plot - the [http://www.profounddecisions.co.uk/empireplotwiki/Main_Page plot wiki]. Before you can attempt to run your plot at an event, you must have documented the plot on its own page on the plot wiki. You can&#039;t get final approval for any plot until this is done.&lt;br /&gt;
&lt;br /&gt;
Most members of the plot support team will be able to help you use the plot wiki. If you are having a specific problem then Aquarion (Nicholas Avenell) is the best person to talk to.&lt;br /&gt;
&lt;br /&gt;
===NPC Stats===&lt;br /&gt;
You need to include stats for any NPCs or monsters that are needed for your plot. You can specify the individual skills an NPC has or just give a general description (e.g. 8 pt magician) to indicate the rough things you want. It is very rare in Empire for a plot to need an NPC to be particularly powerful but if it is essential then you must itemize their individual skills.&lt;br /&gt;
&lt;br /&gt;
If you need stats for a monster for a quest or battle, then the best thing to do is to choose a standard creature from the bestiary on the plot wiki. If there is nothing on the wiki that suits your purpose then you can create a new creature, but if you do this then we will need to check it for consistency with the setting and to ensure the creature&#039;s stats are play balanced.&lt;br /&gt;
&lt;br /&gt;
===Ribbons, Rituals and Items===&lt;br /&gt;
If your plot requires any game items, like magical items, potions, herbs, mana crystals, coins, resources or bourse resources, then you need to specify these on the page for your plot on the wiki. A sensible amount of resources to include for a small plot is equivalent to the amount of resources a player would get after one downtime; 10 ingots, 7 mana crytals, 14 herbs or 9 crowns. A bigger plot might include twice as many resources or substitute some resources for potions and magical items.&lt;br /&gt;
&lt;br /&gt;
If your plot needs one or more magical items then the best thing to do is to pick suitable items from the [http://www.profounddecisions.co.uk/empire-wiki/Magic_Items standard list] on the player wiki. If there is nothing on the wiki that suits your purpose then you can create a rare or unique item, but if you do this then you will have to specify clearly what you want the item to do. We cannot check, approve, and produce a magical item unless we know what you are proposing.&lt;br /&gt;
&lt;br /&gt;
There is a similar process to go through if your plot involves one or more [http://www.profounddecisions.co.uk/empire-wiki/Ritual_list rituals]. If the NPCs are performing a ritual, or have already done so, then the best thing to do is to pick suitable rituals from the standard list on the player wiki. If there is nothing suitable then you can create a new ritual, but as with magical items, you must specify clearly what the ritual will do.&lt;br /&gt;
&lt;br /&gt;
===Divination Responses===&lt;br /&gt;
When your plot is in the field, it will be interrogated by the players. They will use the tools at their disposal, usually divination rituals, to find out more information about your plot. Players ritual are handled by the field refs - who will process it and then radio the plot support team for an answer.&lt;br /&gt;
&lt;br /&gt;
If you are available (in the plot room or on a radio) - then the plot support team will pass the request to you. If you are not available then the team will create a response to the ritual using the details provided in your plot brief. The more detail here - the easier it will be for them to create the response you would want. &lt;br /&gt;
&lt;br /&gt;
Common Rituals that the players will cast to find out more are:&lt;br /&gt;
&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Swim_Leviathan&#039;s_Depth Swim Leviathan&#039;s Depth] - Allows them to ask Leviathan why something is happening.&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Bright_Lantern_of_Ophis Bright Lantern of Ophis] - Allows them to analyze a magical effect.&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/The_Eye_of_the_High_Places The Eye of the High Places] - Allows them to analyze magical effects in a large area.&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Eyes_of_the_Sun_and_Moon Eyes of the Sun and Moon] - Tells them about military forces in a territory.&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Shadowed_Glass_of_Sung Shadowed Glass of Sung] and [http://www.profounddecisions.co.uk/empire-wiki/Clear_Lens_of_the_Eternal_River Clear Lens of the Eternal River] - Analyze an area for clues. These rituals are most useful on a quest but might be used to explore any location or &#039;scene&#039; where something has happened.&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Skein_of_Years Skein of Years] - Explores the past history of a ribboned item.&lt;br /&gt;
&lt;br /&gt;
==Stage 3 - Get it Approved==&lt;br /&gt;
Your plot &#039;&#039;&#039;must&#039;&#039;&#039; be approved by the plot support team before it can run at an event. To approve a plot we need to check that it is consistent with the existing setting - the campaign &#039;&#039;and&#039;&#039; the rules, and that it follows the plot style guidelines. It is good practice to chat to the plot support team about any unusual elements, new parts of the setting, new rules, etc as soon as possible. The earlier that we can give you feedback on your plot, the easier it will be to make sure that it is approved without any problems.&lt;br /&gt;
&lt;br /&gt;
Although you can get a green light from the plot support team to develop a plot we can&#039;t provide final approval until we all the details are fully documented on the wiki. To get your plot approved you &#039;&#039;must&#039;&#039; proactively approach the plot support team and ask them to approve your plot for you. You may need to speak to multiple depending on what elements you have included in your plot.&lt;br /&gt;
&lt;br /&gt;
===The Setting===&lt;br /&gt;
The members of the team to talk to about the setting are Andy Raff and Matt Pennington. The best way to get Matt is to email him, the best way to get Andy is to PM him or post on the [https://www.facebook.com/groups/EmpirePlot/ Empire plot Facebook group]. If you have a skype account (or can make one) then you can grab both Matt and Andy on skype and discuss your plot with them. It is much quicker to get plot approved this way, as you can quickly explain your plot and talk through any difficult elements. It is also much easier to provide feedback this way.&lt;br /&gt;
&lt;br /&gt;
===The Rules===&lt;br /&gt;
Graeme Jamieson and Nicholas Taylor are the best people to talk to about any part of your plot that involves unusual rules such as non-standard magical items, rituals or creatures that are not in the bestiary on the wiki. You can contact them both by [mailto:empire.rules@profounddecisions.co.uk email] or by posting on the Empire plot facebook group.&lt;br /&gt;
&lt;br /&gt;
==Stage 4 - Costume and Props==&lt;br /&gt;
Profound Decisions have a large wardrobe of basic costume, including weapons and armour. If your plot needs specific costume or props then you will need to source these. The best place to try and do this is on the [https://www.facebook.com/groups/243111769153902/ Empire sewing circle Facebook group]. This group contains capable volunteers who make costume for Profound Decisions as well as helping us source new items.&lt;br /&gt;
&lt;br /&gt;
If we need to pay a professional to make an item then the starting point is to see if one of the existing professionals who work with Profound Decisions can do the job for you. Folks like Sean Maguire, Darren Stocker, Andy Rimmer, and Mandala all make weapons, Doug Strand makes leather goods and Rosemary Warner and Esther Reeves both make costume. If these people can&#039;t help then consider the traders who trade at our events, all of whom are likely to be helpful.&lt;br /&gt;
&lt;br /&gt;
Each writer, or writing team, will be allocated their own budget by Matt Pennington. This budget is for the four Empire events for that year and it is up to you how you allocate it for the plots you are developing and running for that year. It will be allocated based on your track record of running plot at Empire - the more plot you run, the more budget you&#039;ll get. If you don&#039;t spend all your budget then you can carry it over to the next year.&lt;br /&gt;
&lt;br /&gt;
The best people from plot support to talk to about our existing costume stores are Vicky (Victoria O&#039;connell) or Leah Tardival. Both will also be able to give advice on what sort of costumes and props you might need, what they might need to look like and where to go to order them.&lt;br /&gt;
&lt;br /&gt;
==Stage 5 - Makeup and Prosthetics==&lt;br /&gt;
Empire has a dedicated make-up team that is led by Mim (Miriam Nicholas). The team have an existing store of make-up and basic prosthetics and Mim has experience making and ordering new prosthetics. If your plot requires only standard make-up, for example orcs or characters with lineage then Mim&#039;s team will usually be able to handle this for you without much warning provided they are free. If your plot requires new prosthetics or a complex make-up job then it is essential that you talk to Mim early about your needs if you want her team to be able to help you at the event.&lt;br /&gt;
&lt;br /&gt;
With multiple writers, the make-up team are always in demand, but they are especially busy preparing for the big battles on Saturday and Sunday morning. It is essential to avoid time-tabling a complex make-up effect for this time unless you have special dispensation directly from Mim to do so.&lt;br /&gt;
&lt;br /&gt;
==Stage 6 - Timetabling your Plot==&lt;br /&gt;
Once your plot has received final approval, then you need to add it to the plot timetable for an event. The timetable will be a google spreadsheet that all the writers and members of plot support have access to. The critical element when timetabling plot is to ensure that there are sufficient NPCs available.&lt;br /&gt;
&lt;br /&gt;
NPCs on the timetable are allocated on a first come first served basis. It is best to get your plot written and approved early so that you can add it to the timetable. If your plot needs NPCs but the timetable is already full, then you will have to wait until the next event to run the plot. If the plot requires a quest slot then you will need to indicate this by writing the plot against one of the available quest slots on the spreadsheet.&lt;br /&gt;
&lt;br /&gt;
Your plot may not require any NPCs from the pool in the plot room. For example, there are existing NPCs that you may be able to make use of in your plot, such as the bards, civil servants, egregores, and magistrates. If this is the case then you can run your plot at any time, but it must still be timetabled, so that we can see when the plot is running. Please add it to the appropriate column on the spreadsheet and leave the NPC requirement blank.&lt;br /&gt;
&lt;br /&gt;
You will need to make your best estimate of how many hours your NPCs will be out for. If your estimate is too short it will cause problems for other writers, but too long will mean your NPCs have nothing to do once they return to the plot room. Chessy (Michelle Taylor) is the best person from plot support to talk if you need help timetabling your plot.&lt;br /&gt;
&lt;br /&gt;
For more detailed instructions on filling in the plot timetable successfully, see [[Plot Timetable Instructions]].&lt;br /&gt;
&lt;br /&gt;
==Stage 7 - Assigning NPCs==&lt;br /&gt;
You can leave assigning NPCs to your plot to the day of the event. If you have timetabled your plot correctly then the NPCs you need should be ready to play the role at the appropriate time in the plot room. You can take them to one side, get them briefed, and then send them out.&lt;br /&gt;
&lt;br /&gt;
If you want specific individuals to play NPC roles for you in one of your plots, then you&#039;ll need to chat to them to arrange that. We have a large pool of volunteers who NPC full time at events who are organized into teams of approximately five. If you need a small group of NPCs then you can chat to the team leader. If you just need one or two people then it is best to speak to them direct. It is wise to check that any individual you speak to has not agreed to be in another plot that is running at the same time.&lt;br /&gt;
&lt;br /&gt;
Assigning NPCs in advance can be very effective. It means you can pick people who are familiar with the role or at least that part of the setting. You can give them the brief before the event, making things much quicker on the day and you may well find your plot benefits from allowing them to have some input and development on the role.&lt;br /&gt;
&lt;br /&gt;
Fluff (Ben Dixon) or Vicky (Victoria O&#039;Connell) are the best people from the plot support team to provide help with assigning NPCs either in advance or on the day.&lt;br /&gt;
&lt;br /&gt;
==Stage 8 - Briefing NPCs==&lt;br /&gt;
Your NPCs will need to be briefed before they can enact your plot. Written briefs are incredibly useful, as they provide invaluable documentation and help speed up briefing before the event and on the day. However you don&#039;t need to produce a full written brief if that is not your style, provided that your plot write up includes the essential details.&lt;br /&gt;
&lt;br /&gt;
Fluff (Ben Dixon) or Vicky (Victoria O&#039;Connell) are the best people from the plot support team to help with briefing NPCs on the day.&lt;br /&gt;
&lt;br /&gt;
==Stage 9 - Debriefing NPCs==&lt;br /&gt;
When your NPCs return to the plot room they will be asked by the plot support team to put a debrief of their plot on to the plot wiki. The debriefs are added using the debrief button provided by the plot template which appears on your wiki page. If you need specific questions answered by the NPCs then you will need to ensure that you are there when the NPCs get back and debrief the plot.&lt;br /&gt;
&lt;br /&gt;
For Quests the Skirmish Team will provide an overall Quest debrief in addition to any specific details provided by the NPCs&lt;br /&gt;
&lt;br /&gt;
Debriefing is important because it allows us to track what plots ran and what the outcomes were. It is critically important for game consistency that we get good quality debriefs. Everyone involved in the plot process, writers, plot support, and NPCs should be aware of the importance of getting good debriefs.&lt;br /&gt;
&lt;br /&gt;
==Stage 10 - Player Follow-up==&lt;br /&gt;
The Empire campaign specifically prohibits free text downtime - players are &#039;&#039;prohibited&#039;&#039; from trying to follow up a plot in downtime. It is worth bearing this in mind when writing a plot.&lt;br /&gt;
&lt;br /&gt;
However there are things the players can do to chase a plot has left the field. The most common are:&lt;br /&gt;
&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Call_Winged_Messenger Call Winged Messenger] - Send a message to a named NPC.&lt;br /&gt;
* Create a missive to an Eternal - Send a message to a named Eternal&lt;br /&gt;
&lt;br /&gt;
These requests will come to a field ref - who will process the request and then refer it back to the plot support team.&lt;br /&gt;
&lt;br /&gt;
The plot support team will attempt to identify the plot writer best suited to deal with any player follow-up. Missives sent to eternals and letters sent to NPCs by winged messenger will be put in the post-board in plot. There is a box for each plot team where they can collect their post from. Unidentified plot will be added to a single box marked &amp;quot;unknown&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you find a piece of plot follow-up in your box that is nothing to do with any of your plots, then please move it to the &amp;quot;unknown&amp;quot; box. Plot support will empty this box after the event and try to chase it up with the whole plot team using the Facebook writers group.&lt;br /&gt;
&lt;br /&gt;
Players may also commission a [http://www.profounddecisions.co.uk/empire-wiki/Historical_research historical research] request through the Imperial Senate. This results in a report collated by NPC civil servants who spend the period between events trawling archives and libraries all over the Empire. Some research requests will find no useful information, but you may be asked to write a research request result related to one of your plots, or to provide enough details that someone else can write one. A research request is a useful tool because it allows you to help players drive your plot forward, and can be used to reveal additional information about the background; point to a quest or unexpected avenue to pursue the quest; or even provide leads to an entirely new plot, depending on the nature of the research.&lt;br /&gt;
&lt;br /&gt;
==Contact Details==&lt;br /&gt;
* [https://www.facebook.com/Hobbes00uk Facebook Matt Pennington] or [mailto:matt@profounddecisions.co.uk matt@profounddecisions.co.uk] &lt;br /&gt;
* [https://www.facebook.com/andy.raff.1?fref=ts&amp;amp;ref=br_tf Facebook Andy Raff]&lt;br /&gt;
&lt;br /&gt;
{{Plot Further Reading}}&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Plot_team&amp;diff=1572</id>
		<title>Plot team</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Plot_team&amp;diff=1572"/>
		<updated>2015-05-02T14:42:01Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: Remove broken links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Independent plot teams are part of an overall strategy to try and write and run as much plot as is humanly possible for Empire. From experience we have found that large creative teams do not work well. Beyond half a dozen people, stylistic and taste differences rapidly accumulate, making it ever harder to write content that the team are happy with. In a large team the majority of ideas are stifled by an environment in which somebody is guaranteed not to like it. Large teams are also increasingly difficult to get together, so they fall back on electronic meetings, emails or forums, all of which are vastly less productive.&lt;br /&gt;
&lt;br /&gt;
Plot teams provide significant advantages when writing and running plot. A team of people can cover for each other when individuals are busy or unable to make an event, but they can also cover the wide range of skills needed to write and run a piece of plot as part of the Empire [[plot creation process]].&lt;br /&gt;
&lt;br /&gt;
Although this page talks about teams, the content is equally applicable to an individual writer working by themselves.&lt;br /&gt;
&lt;br /&gt;
==Creative Control==&lt;br /&gt;
One of the core goals of independent plot teams is to allow different writers to produce the kind of plot they enjoy without the need to satisfy a large committee of individuals. For Empire your plot ultimately needs the approval of Andy Rafferty and Matt Pennington to run. We will provide some editorial input - to ensure that the plot is consistent with the rules and setting and conforms to the [[plot style guide]] but beyond that, you are free to create and run your own plots without interference from other writers.  We want to have as much plot as possible, and give plot writers as much freedom as possible to produce plot, but we also want to have quality-control and a definitive underlying style of plot that reflects the player-led nature of the game.&lt;br /&gt;
&lt;br /&gt;
If two or more teams are working on plot based around a common element, for example the same foreign nation, then Andy and Matt will speak to both teams to ensure that the plot is consistent.&lt;br /&gt;
&lt;br /&gt;
==Responsibility not Ownership==&lt;br /&gt;
We want to encourage the plot teams to take onboard one or more plot responsibilities.The idea for this is for a team to be responsible for ensuring that there is plenty of plot involving specific elements of the game or locations in the game. We want plot based in and around the tavern, the senate, the synod and other critical game locations. We want plot for young players, for politicians, for traders and for warriors. We want plot involving the barbarians, the eternals, the foreigners.&lt;br /&gt;
&lt;br /&gt;
Taking responsibility for an area gives Andy and I an indication of what areas of the game you are interested in. It also gives you a little more leeway to create characters and details linked to that area. Critically it helps PD to try to ensure there is a good spread of plot across the game.&lt;br /&gt;
&lt;br /&gt;
Responsibility does &#039;&#039;not&#039;&#039; imply exclusivity or ownership of a plot asset. Other teams may still write and run plot linked to a location, theme or NPC group. Obviously Matt and Andy will do everything possible to ensure that individual writing teams are aware of each others efforts if they are using the same asset in their plot, but we want all our writers to have creative freedom to create plots set anywhere in the Empire setting. Taking responsibility for an area of plot is all about taking on some of the responsibility for ensuring that we deliver the plot we have committed to provide - it&#039;s not about marking off sections of the setting as no-go areas for other writers.&lt;br /&gt;
&lt;br /&gt;
===A Nation cannot be a Responsibility===&lt;br /&gt;
There are ten Nations in the Empire and these form the basis for the most basic IC political divides. We also expect that players will want to run their own events based in the Empire setting and that the nations will be the most logical basis for doing that. For both these reasons we are determined to avoid any plot team assuming responsibility for a single nation. You are welcome to take responsibility for a particular Varushkan Sovereign, or for the Trolls of Wintermark - but you cannot take responsibility for Varushka or for Wintermark.&lt;br /&gt;
&lt;br /&gt;
The problem with aligning plot teams along IC and OOC divisions - like the nation structure - is that plot becomes balkanized. The consistency of the world is profoundly undermined by the notion that an individual plot is “for Wintermark players”. Plot should not respect these nation divisions, it should affect any players who come into contact with it.&lt;br /&gt;
&lt;br /&gt;
Even worse, we are encouraging players to strongly identify with their nation. However we explicitly do not want plot writers to identify with a single nation. If that happens, the writers can be seduced into being concerned with the outcomes of their plot, the implications for “their” nation and have a desire to ensure that their plot is focussed on “their” players.&lt;br /&gt;
&lt;br /&gt;
The result can be like having football results determined by the football fans instead of the players. The writers fall into squabbling with each other over plots that are perceived to be to the detriment of the nation they have identified themselves with. Everyone wants their team to win. Although we are encouraging the plot writing teams to create plot independently of each other, we need teams to be respectful and supportive of each other.&lt;br /&gt;
&lt;br /&gt;
For all these reasons we categorically do not want plot teams to strongly identify with the area or areas of responsibility they choose. If you are a plot writer for Empire then every player in the game is one of your players - they should all be treated accordingly.&lt;br /&gt;
&lt;br /&gt;
==More than just Writers==&lt;br /&gt;
A really good plot team will need to cover a lot more skills than just writing. Briefing and debriefing NPCs is a skill in itself but the best teams will also include people who are confident in sourcing costume and props. If your team wants to use an environment tent, for example to create an Eternal audience, then you will need someone to set dress it. Just wrangling NPCs can be a challenge at an event.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be afraid to recruit the people you need to your team! It doesn&#039;t matter if an individual isn&#039;t a creative or a writer - what matters is that they bring talents to your team that will help you create and run your plot at events. The plot support team are here to help you at every stage in the process, but the more parts of the process that your team can cover by themselves the more independent you will be.&lt;br /&gt;
&lt;br /&gt;
{{Plot Further Reading}}&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Style_guide&amp;diff=1571</id>
		<title>Style guide</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Style_guide&amp;diff=1571"/>
		<updated>2015-05-02T14:37:51Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Don’t Subvert the Empire Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
For Empire we want to try and run as much plot as possible, and also to run a range of different styles of plot. We want to include plot with an emphasis on battles, intrigue, mystery, politics, morals, emotions and trade. To achieve that we want to employ several independent teams to create the plot for the events. Those teams will be encouraged to create plot in the style they like - but to a certain core framework.&lt;br /&gt;
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This document attempts to lay out that framework. By doing this we hope that there will be the minimum possible need for editorial control by myself and Andy Raff but we can ensure that we don’t compromise quality for quantity and that we run plot that reflects the style of game we want Empire to be. The guidelines here aim to help with that.&lt;br /&gt;
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==The One True Way==&lt;br /&gt;
I’ve been involved in writing and running plot for LRP games for over twenty years and in that time the only thing I’ve learned about the “one true way” to write plot is that it simply does not exist. Writing plot, like story-telling, is an art form. There are techniques you can explore, there are styles you can employ, experience you can gain, but there is no formula for the perfect plot - if there was we’d all have discovered it some time ago.&lt;br /&gt;
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What there is, is a style and an approach that is appropriate for an individual game. We want to run a wide range of different types of plot for Empire, with different emphasis and focus, but they need to have a coherent style and approach. They need certain rules in common and they need to respect the flavour of the Empire setting. This document is about setting the underlying style for Empire. It is not intended as a comment on the plot run by other LRP game, other styles of plot are appropriate for other games. &lt;br /&gt;
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This material is on our wiki, so that people who are interested in writing plot for Empire can see what style is appropriate and players can get some insight into the type of plot we intend to run. By making it public, we also make an effective commitment to stick to our own house rules... nothing is easier to ignore than the rule nobody but you knows about...&lt;br /&gt;
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==Empire Plot must be Responsive==&lt;br /&gt;
This is the first and most important rule for all plot that writers produce for Empire. The plot must be responsive and flexible. We will not run plot in which the outcome is already determined, plot that requires players to act in a certain way or events to happen in a certain order.&lt;br /&gt;
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Empire plot should respond naturally and easily to whatever course of action the players take. Roleplaying in Empire is fundamentally about players making choices as their characters - plot that has a predetermined outcome or requires certain actions to happen directly subverts that goal.&lt;br /&gt;
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The key principle here is that we want the things the players choose to do have to be at the heart of what happens in Empire - not the actions of the NPCs. The responsibility of the NPCs is to challenge the players and to make their lives unpredictable and interesting but we still want the most important decisions being made in the campaign to be the ones being made by the players. For that to happen, plot has to have its outcomes determined by the players.&lt;br /&gt;
[[File:WritingPlot.png|right]]&lt;br /&gt;
==Avoid Extraneous High Fantasy Elements==&lt;br /&gt;
Empire is a fantasy game and one of the goals of plot is to reflect that. However we want the game to feel as immersive and real as possible so high fantasy elements should be used sparingly and where they are essential to the plot. If a plot requires a Varushkan Sovereign who is five hundred years old then it requires that - but don’t have the Sovereign possess the body of a dragon unless that element is also essential.&lt;br /&gt;
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When you are writing plot, check it over carefully and look at the high fantasy elements to see if they are essential to the story. It’s good to include fantasy elements, but its easy to get carried away and want every threat the players face to be the biggest, most magical, most awesome, most incredible thing ever. The magic elements of a plot should be sufficient to tell the story - don’t use an Eternal if a Herald will do. Don’t use a Sovereign if a Wolf will do. Don’t use an ancient magical heirloom when a recently crafted artisan item is sufficient.&lt;br /&gt;
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As a writer we want to write epic stories, but as a team of writers, we can’t have a world in which every single story is epic. Clever, well-written stories that pull the heart-strings are more enjoyable for the players than a titanic struggle against a thousand year-old evil - especially if that’s the fifteenth thousand year-old evil the players have met this week.&lt;br /&gt;
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==In Empire the Players are in Charge==&lt;br /&gt;
The player-characters are fundamentally in charge of the Empire. There are no offstage Imperial kings, queens, generals or empresses and no gods. All of these social roles are filled by PCs. There are also no secret masters secretly controlling the Empire - how could there be unless such characters were controlling the PCs? It’s fine to have an NPC who desires power, who has nefarious plans to rule the Empire - but they can only be plans at the point where the plot begins running. They can’t start out with an Imperial power base that surpasses that of the players - or indeed is formed of things that are actually under the Empire’s control (like armies).&lt;br /&gt;
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There are entities outside the Empire whose power is equivalent to the players. There are kings and queens of foreign nations, there are chieftains of great barbarian tribes, Eternals with a court of heralds and so on. However the Empire is one of the most powerful Empires in the world - even a king or queen of a mighty foreign nation only has power equivalent to that which a player would wield if they were Emperor or Empress and in most cases less - the Empire is one of the most powerful of its kind in the world.&lt;br /&gt;
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We want Empire to reflect the fact that the players are the most important people in the world. There are no greater heroes than them, not greater powers, no greater threats. Plot that presents foes whose power exceeds that of the players diminishes them as characters who are central to the story.&lt;br /&gt;
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==Respect the Event Conventions==&lt;br /&gt;
The events are set in Anvil, which four times a year is the beating heart of the Empire. The Empire is a “points of light” setting; there are wide swathes of wilderness inhabited by bandits, enemy orcs and monsters. Even within its own borders, the Empire’s writ runs thin in places.&lt;br /&gt;
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But Anvil is not one of those places! The greatest heroes of the Empire have come here to determine its fate. 30 Orcs are not going to turn up to attack Anvil, that would be as effective as muggers panhandling for small change off the leaders of the G7 summit. There is not enough money in the world to pay mercenaries to attack the camps in the most well-defended spot in the Empire. Attacking Anvil is like attacking Fort Knox while it is being defended by the Avengers and every other super-hero team ever created. If it happens, it’s a once in a campaign event, involving the army that would be required to give it a hope of succeeding.&lt;br /&gt;
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It is ok if the players choose to murder your NPCs in the field, it is ok if they choose to murder each other. It’s ok for your NPC to oppose the players politically. But do not write plot that involves an attack on the camps by a small group of orcs or their monstrous equivalent, it damages the credibility of the entire setting.&lt;br /&gt;
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We have deliberately chosen this style of event precisely to try and make the event area feel safe. This is not to everyone’s taste, but it is the strategy that we are using for Empire. We don’t want fights in the IC field and a significant number of our players don’t want fights there either. We want players to wander around the IC area not wearing armour, maybe not even carrying weapons. We want girding themselves for war to be part and parcel of the experience of going on skirmishes and battles - we want those fights to be exciting and dangerous. Please create your plot accordingly!&lt;br /&gt;
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==Don&#039;t Brief NPCs to Murder Characters==&lt;br /&gt;
The Empire setting is designed to be a legal setting where most Imperial citizens regard murder of other Imperial citizens as unconscionable. To support this the setting has a legal system that will strive to punish law-breakers, particularly anyone who engages in murder. The goal is to make murder a risky and dangerous endeavour, one that could well result in the arrest and execution of your character - in short it should be rare and have massive consequences. We do not want murder to be trivial.&lt;br /&gt;
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NPCs have no meaningful basis for fearing consequences. It means nothing to an NPC if they are arrested and executed, so it is easy to brief monsters to attempt to murder a player because their actions carry none of the implications that a player would experience in their situation. For this reason it is important for characters produced by plot writers to reflect the underlying values of the setting and to regard murder as a terrible action, something unthinkable that they might resort to only in the most desperate situations.&lt;br /&gt;
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Creating NPCs this way will help to reinforce the setting. It is fine for NPCs to oppose some of the players and to side with other players, but they should be appalled if someone suggests murder, either at the thought of it, or at the risk inherent in it. They should &#039;&#039;never&#039;&#039; agree to be stooges for players, killing characters on the orders of PCs and being left to carry the blame. We have plenty of opportunities to make the PCs&#039; lives dangerous on the battlefield, plot that is run in the field should focus on supporting the goal of making the environment a hotbed of politics, intrigue, mystery and magic. It will be everything we can do to stop the players&#039; characters murdering each other; they won&#039;t need our help.&lt;br /&gt;
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==Be Careful when Tricking Players==&lt;br /&gt;
Tricking players is easy, much much easier than it ought to be. NPCs are often considered an extension of the organization, they are assumed to exist to propel the story forward. If a scout comes running in and says “We have seen 5,000 orcs marching on Semmerholm” the players know we can’t phys-rep 5,000 orcs so they won’t send a scout to check that the NPC is not lying, rather they simply assume that this character is facilitating the story and believe everything he says. Tricking players is *easy*.&lt;br /&gt;
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It’s also often deeply unproductive. It would be trivially easy for the Barbarian orcs to dress a group of their number up as Imperial Orcs and have them spy on the camp. The consequence of doing that is that the players will lock the camps down, they will stop Imperial Orcs entering any important area, because they could be barbarians. Meetings become “eyes only” making it much harder for players, especially new players to get involved. The game becomes less fun for everyone to play, and that is a clear failure in plot terms.&lt;br /&gt;
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For this reason we ask plot writers to avoid plot that involves spying on the players or that will result in undermining their trust in each other. We don’t want camps with gate guards, we don’t want closed senate meetings or military meetings. We want to encourage the players to treat everyone in the IC area as an important Imperial Citizen so that the players can get involved with the game.&lt;br /&gt;
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This doesn’t mean that plot can’t have layers of deception and misdirection. An NPC&#039;s true goals do not need to be transparent. Players like locking wits with NPCs and striving to outsmart them - it is usually more fun than striving to out-hit them. But it does mean that it is essential to be careful when writing plot to think about what the impact of any deceptions may be.&lt;br /&gt;
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==Respect the Closed World==&lt;br /&gt;
Empire is a closed world - the players know what is in the setting because we will tell them. The barbarian tribes will be defined and described on the wiki, the different species that exist in the world will be on the wiki. We have endeavoured to ensure that the game includes dozens of different elements that will be useful when writing plot. Secret cults, Eternals, Foreigners, Barbarians, the ancient past, monsters and creatures of legend.&lt;br /&gt;
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These things have been created precisely so that we can use them to create plot. Plot should be written using these existing entities - by creating individuals with personality, objectives and resources that reflect their nature. Don’t use a mysterious new race of creatures, use one of the species laid out in the setting. Don’t create some ancient evil from another world - use an Eternal or better yet a Herald.&lt;br /&gt;
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When writing plot it’s tempting to make it as mysterious as possible by making it as new as possible. This can cause continuity and credibility problems if every new threat the players meet is new and alien, but in a setting where multiple plot teams are working independently the potential for dozens of mysterious new alien threats - all of which have never been heard of ever before - is vastly compounded. Please respect the closed world and use the tools that exist to create plot.&lt;br /&gt;
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==Plot must be fun to NPC==&lt;br /&gt;
The crew at Profound Decisions events are not paid, they are volunteers. They are there because they enjoy volunteering, they enjoy NPCing and they enjoy helping to create the event. Without them - there is no event. Therefore it is clear that the single most important aspect of plot writing is that it should be fun for the NPCs who are playing the parts. Plots that aren’t fun to crew, diminish crew interest and threaten to undermine the entire structure by which we deliver events.&lt;br /&gt;
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Fun to play does not mean mingy over-powered NPCs who get their kicks at the expense of the player’s enjoyment of the game. If that is what the crew enjoy, then we need to change the crew and not the plot. What fun to play means is that there is an assumption that crew are capable and trustworthy, that they are given a degree of independence to mould the characters they are portraying. It also means avoiding plot that requires the NPCs to spend long periods of time bored; an ambush is fine, an ambush that takes 3 hours for the players to arrive is not acceptable.&lt;br /&gt;
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Different crew will enjoy different things, some crew love fighting, some crew like emotional roleplaying. Part of the art of running plot is helping to identify the right people to play the roles. But part of the art is in creating roles that are fun to play. It’s a cliché of LRP, but if you think of yourself as a part you have just written and ask “What is my motivation as this character” and the answer is “You have four hits, run at the players and fall over” then the plot is going to be a lot less enjoyable to npc than it should be.&lt;br /&gt;
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==Don’t Subvert the Empire Rules==&lt;br /&gt;
The rules are laid out on the wiki and they are pretty simple but fairly flexible. It is important to note that there are a couple of very clear consequences that flow directly from the rules design. There is no such thing as “magic” damage - therefore there is no way to be immune to normal damage. The Words of Ending ritual destroys magic items, so there is no way to create a plot that features the epic quest of nine brave adventurers to destroy an ancient magical ring. And one of the central concepts - there is no way for anything to “resist” a call.&lt;br /&gt;
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Don’t try to subvert these rules - because they have been designed to reflect the ethos of the game. In Empire a piece of two by four round the back of the head hurts you whoever you are. Anything that the players make can be unmade, so anything the NPCs make, can be unmade just as easily. There are some caveats, some creatures may have magic that allows them to return from the dead if they are slain, larger than man-sized creatures are not affected by special calls, but the players cannot be in a position where they cannot kill the creature when it is stood in front of them. &lt;br /&gt;
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It is often tempting to try to subvert the rules in some way. Perhaps the NPC can be harmed by a weapon but instantly regenerates unless hit with the Spoon of Pure Blue.Or maybe the chieftain’s bodyguards are vulnerable to any weapon but just happen to have 5000 hits each. Resist this temptation, if you are writing plot that has no set outcome, then it can’t matter if your NPCs get killed. If the NPC getting killed is a problem - change the plot - not the rules.&lt;br /&gt;
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==Avoid Ending the World==&lt;br /&gt;
It should be clear by now why a plot that threatens the end of the world is not right for Empire. It likely includes unnecessary high fantasy elements, it presents a threat that dwarfs the powers of the players, it does not respect the closed world and worst of all it requires a pre-written outcome - the players save the world. Plot that threatens to end of the world is the stylistic equivalent of shouting. It creates a plot that cannot be legitimately ignored and requires all possible resources to prevent it happening. &lt;br /&gt;
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Of course there will be threats that the players must face - that is one of the core roles of plot - but Empire is designed to incorporate the principle of reflection, that the game world can be updated to reflect plot developments. If the players fail to wipe out a bandit chief, then we can reflect the fact that that chief continues to attack settlements and resources in an area. If the players fail to stop the Jotun from invading Upwold, we can reflect that too. We need plots of all sizes and scales to make Empire feel like a rich immersive world - we don’t need every plot dial turned up to 11.&lt;br /&gt;
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One of the themes of Empire is about picking which of your many enemies to fight. With many plot teams creating plot, it is tempting to try to write plot that produces the most impact by making the threat as great as possible - but doing this fundamentally undermines the game - it makes the choices of the players of how to handle the threats they face meaningless by trying to make that choice for them. &lt;br /&gt;
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==Use Limited Resources==&lt;br /&gt;
It’s theoretically possible to create NPCs in Empire with access to any amount of resources. They can have unlimited coin, unlimited herbs, crystallized mana or resources. They may be festooned with more powerful artefacts or have vast armies at their command. All plots created should have a clear definition of the resources available to the NPCs, these should be appropriate for the scale and power of the NPCs and they should not normally receive additional resources based on plot developments.&lt;br /&gt;
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Economics is one of the core tools that the Empire system uses to make every character as important as possible. The wealth that the characters possess makes them rich and significant, it makes them valuable to their fellow characters. NPCs whose resources dwarf those of the players directly undermine this design goal. They also undermine the related goal that the PCs are the most important people in the world.&lt;br /&gt;
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It is important to appreciate that NPCs are often only in play for short amounts of time, so they have less need of resources than PCs do, not more. NPCs in many LRP games are a byword for economic inconsistency, they tend to carry vast wealth but are simultaneously utterly ignorant as to its true worth. This problem starts with giving them unlimited resources. Any good plot should use the least resources possible and should aim to have less resources than the characters involved might need or want  - just like PCs do. This is critical for making characters that are consistent with the game’s economic setting.&lt;br /&gt;
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In Empire, a single PC gets 14 herbs per event, or 7 mana crystals or 10 resources. This is a good amount of resources for an important and powerful NPC to have. If you are sending out a large group of NPCs to represent a powerful group, they may have two or three times these resources to try and achieve their aims over an event. Plots that require resources significantly in excess of these are likely to get edited.&lt;br /&gt;
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==Death is the End==&lt;br /&gt;
In a LRP game in which the players are encouraged to be inventive and take control of their own fate, it is important to establish what is not possible, what the limits on their abilities and by extension the abilities of NPCs are. By far the most important is that death is final and irreversible, death is quite literally the end. There is no magic in Empire that can restore a dead character to life and therefore not magic that can do that to an NPC. Dead, is dead, is dead.&lt;br /&gt;
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It is important to note that in rules terms, terminal is the same as dead. It is vitally important to ensure that plot never ever creates a loophole that allows a terminal character to survive, either indefinitely or by curing them. Once it becomes a theoretical possibility for any character, then every character is persuaded to remain terminal for as long as possible in the hope that they too may be saved. The terminal state exists to maximise the roleplaying impacts of character death, it cannot be reversed by any mechanism.&lt;br /&gt;
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It is possible for spirits to be called back to speak to, using some magics, and there are some undead spirits in Empire, barrowights that protect their tombs, restless spirits that seek surcease from their torment. For these creatures, their cursed status is the point of their existence, a restless spirit endures only to find a release from their fate and they take no interest in any other matters, regardless of how important they may have been in life.&lt;br /&gt;
{{Plot Further Reading}}&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=How_To_Make_Ribbons&amp;diff=1566</id>
		<title>How To Make Ribbons</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=How_To_Make_Ribbons&amp;diff=1566"/>
		<updated>2015-05-02T14:00:58Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [http://www.profounddecisions.co.uk/empire/newribbon?4 Ribbon Creator] lets you make your own plot-related ribbons.&lt;br /&gt;
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If you can&#039;t access that page after logging into your normal PD account, you probably don&#039;t have the crew data flag active on your account. Ask Matthew Pennington to activate your account for data if you can&#039;t access this page and need to create ribbons for plot.&lt;br /&gt;
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Most of the ribbon creation process is well documented on the ribbon creator itself. Despite the text, all of the ribbon creation methods now work, not just the first. The only item-related effects which are not implemented yet are spiritual effects, such as Hallowings, and other RP effects added to a standard bonded item. &lt;br /&gt;
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If your item has a spiritual effect that should cause someone holding or bonded to it to have an Insight response, please put the details in the Ref Notes field for now.&lt;br /&gt;
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If your item should be Hallowed or otherwise needs to have an on-bond RP effect alongside a standard item power, create it as a unique bonded item, and copy the normal powers into the bonded power box before the RP effect. If your RP effect should not be detectable with magic, make sure you&#039;ve added a Detect Magic response with just the normal item powers.&lt;br /&gt;
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If you need help creating your ribbons, contact Michelle Taylor from Plot Support for further help and information (via Facebook or by email to chessypig at gmail dot com). If you receive any errors during the process, please contact Matthew Pennington as soon as possible so that he can look through the web logs and find the problem.&lt;br /&gt;
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Miscellaneous hints and tips on creating good items:&lt;br /&gt;
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* If you can possibly create your item as a standard magic item, please do so! You can change the name, give it a visible RP effect, and set up custom magic responses on a standard item - the only thing you can&#039;t change is what happens when they bond the item.&lt;br /&gt;
* Remember that people tie ribbons to things and generally abuse them - don&#039;t put an always-on effect that they need to react to quickly, especially a long rambling one, on a ribbon - remember that someone is going to have to read the ribbon, possibly having to untie it first, before they take your effect. Good ways of getting around this are effects that happen &#039;when you concentrate on this item&#039; or which say things like &#039;you start to feel...&#039; rather than &#039;you feel...&#039; - but also you want to keep the word count down and front-load things that are very important or obvious.&lt;br /&gt;
* If you&#039;re creating a standard item or a unique bondable item, it will default to having a year to run - feel free to reduce this by editing the second dropdown, especially for powerful items.&lt;br /&gt;
* If you&#039;re creating a Unique Non-bonded Item it will default to Expires on Activation - if it&#039;s actually an always-on effect rather than a one-shot, please consider giving it an expiry date by changing to Expires At Event and picking an event in the next year.&lt;br /&gt;
* If you&#039;re creating a Non-magical Item the expiry will default to Not Magical, which is the same as never expiring - if your item ought to have an expiry date, you should probably be thinking of calling it a Unique Non-bonded Item instead, even if it&#039;s not strictly &#039;magic&#039; that is powering it (e.g. an expiring foodstuff).&lt;br /&gt;
* Generally you shouldn&#039;t mess with the &#039;Event Created&#039; field - it will default to the current or upcoming event. This is an OOC field and used for tracking &#039;when did this ribbon get created&#039;, not &#039;when did this item get created&#039; - if that&#039;s important, stick it in Item History later.&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Plot_organization&amp;diff=1564</id>
		<title>Plot organization</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Plot_organization&amp;diff=1564"/>
		<updated>2015-05-02T13:38:17Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: Remove dead links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=AndyRaffertyWiki.jpg|align=right|caption=Head of campaign: Andy Rafferty}}&lt;br /&gt;
{{CaptionedImage|file=KolFord.jpg|align=right|caption=Head of plot support: Kolin Ford}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Plot is the biggest department in Empire, as it incorporates all our NPCs, our plot writers and runners as well as characters like the nation bards, egregores, civil servants and magistrates and back room operations crew who work in costume and make-up. We need lots of people to help us fill out all these roles, so if you&#039;re interested in getting involved in the IC side of Empire then we&#039;re keen to talk to you.&lt;br /&gt;
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The plot department is divided into dozens of different teams. Some crew are members of many teams, some are members of just one. Everyone who works in the plot department is expected to have a good familiarity with the campaign setting. The department is headed by Kolin Ford who is the head of plot support (responsible for plot going out at events) and Andy Rafferty who is the head of campaign (responsible for the ongoing campaign).&lt;br /&gt;
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==NPCs==&lt;br /&gt;
The majority of the people in the plot room are NPCs, volunteers whose main responsibility is to play NPC roles throughout the weekend. The NPCs are divided into three main teams, described below. You don&#039;t have to be a member of these teams to play a role, we always need more NPCs so crew who want to take a break from their existing duties and play some roles are always welcome.&lt;br /&gt;
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===Skirmish Team===&lt;br /&gt;
Our [[The Hundred|skirmish team]] are the dedicated crew whose responsibility is to bring to life the battles and skirmishes that the players choose to fight. We will be running conflicts of various size throughout the weekend with the skirmish team portraying the enemies of the Empire. It is a great role for anyone who enjoys fighting and roleplaying a character on a battlefield.&lt;br /&gt;
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We are currently actively recruiting for skirmish team members.&lt;br /&gt;
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===NPC Team===&lt;br /&gt;
* Playing NPCs on the field&lt;br /&gt;
* Playing eternals and heralds in off-field encounters&lt;br /&gt;
Our NPC team play the roles that have been created and written by the plot writers that happen on the field and in the Hall of Worlds. Members of the team portray minor Imperial NPCs, eternals and their heralds and representatives of other foreign powers. It is a great role for anyone who enjoys working with writers to create enjoyable plot for players.&lt;br /&gt;
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We are currently open to more people joining the crew as a NPC team member.&lt;br /&gt;
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===Full time Roles===&lt;br /&gt;
* In addition to our NPC team we have a number of crew who play a single NPC role throughout the weekend&lt;br /&gt;
* These roles perform a range of IC and OOC responsibilities.&lt;br /&gt;
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We have a number of crew who play a single role throughout the weekend. These crew fall into one of several different teams, the bards, civil service, egregores and magistrates.&lt;br /&gt;
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We are currently looking for more crew with musical or performing talents to play members of the bards team.&lt;br /&gt;
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==Plot Writers==&lt;br /&gt;
* Write plot for events&lt;br /&gt;
* Run plot at events&lt;br /&gt;
It is the job of the plot writers to create and run the plot lines that alongside the politics of the setting will help make Empire an exciting game to play. Plot writers need to write the plot before the event. Running plot includes briefing and debriefing NPCs and helping to get encounters ready by liaising with costume and make-up. We encourage plot writers to work in small independent teams, as a team of people is the best way to cover the all the skills needed to produce plot for events, however [[#Plot Support|plot support]] exist to help individual writers and teams with every stage of the process.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to have any experience to write plot, everyone has to start somewhere and our plot support team includes experienced plot writers who can help new volunteers find their feet. Being an Empire plot writer is a great role if you enjoy creating plot and enjoy seeing players enjoy the game you have helped create. If you have ever wanted to create plot for a big game with over a thousand players, this is your chance!&lt;br /&gt;
&lt;br /&gt;
==Plot Support==&lt;br /&gt;
* Help and support writers running plot&lt;br /&gt;
* Keep the plot room running smoothly&lt;br /&gt;
* Manage ongoing plot requirements&lt;br /&gt;
&lt;br /&gt;
[[Plot support]] exist primarily to help writers get their plot written, approved, and run. They are there to help writers and teams with every stage of the [[plot creation process]]. By liaising with members of plot support, any writer can get help with things like getting their plot written and approved or sourcing costume, make-up, and prosthetics. The team includes experienced members of the team who can help wrangle NPCs and brief them.&lt;br /&gt;
&lt;br /&gt;
Plot support manage the plot room and will try to ensure that everything runs as smoothly as possible. Members of the team will set out the room at the start of the weekend and put it away at the end. If any member of the plot department is having problems, whether they are logistical, technical, or personal, then the plot support team are there to help and try to resolve the problem for you.&lt;br /&gt;
&lt;br /&gt;
An important responsibility for the plot support team is to manage ongoing plot requirements. The Empire campaign has many specific requirements - plot that &#039;&#039;must&#039;&#039; happen - for example battles, the bourse auction, and past life visions. Some of these elements are created by players - such as the ritual [http://www.profounddecisions.co.uk/empire-wiki/Challenge_the_Iron_Duke Challenge the Iron Duke], some may be the natural consequences of previous plot, for example a quest or skirmish that needs to happen. We need to ensure that volunteers writing the plot for these sections of the game are able to deliver it on time, so the plot support team will monitor progress on critical plot elements to ensure there are no problems.&lt;br /&gt;
&lt;br /&gt;
The plot support team includes a number of specific areas, costume and props, make-up and prosthetics, and special FX.&lt;br /&gt;
&lt;br /&gt;
{{Plot Further Reading}}&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=The_Hundred&amp;diff=1563</id>
		<title>The Hundred</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=The_Hundred&amp;diff=1563"/>
		<updated>2015-05-02T13:37:29Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: correct meal ticket value, update with new R&amp;amp;R guidelines for skirmish crew&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;IC&amp;gt;Want to join us? We are the Centuria - a hundred warriors who fight against a thousand. No horn sounds for battle that we do not take the field. But we swear that whenever the Empire sets foot upon the field of battle we will match them boot for boot, blade for blade. We are slain but never die, defeated but never beaten, our banners are captured but never fall. We will become war.&amp;lt;/IC&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Skirmish team are one of the most essential parts of Empire. Our game is built around the concept of exciting, dramatic battles against the enemies of the Empire - but we need scores of capable LRPers able to fill those roles. We need a kick-ass team of fighters to make the fights feel epic. Our ultimate goal is to build an elite team who can convincingly portray every threat the Empire might face - monstrous creatures summoned from the realms, elite Jotun heroes, disciplined units of Faraden soldiers, rampaging minions of the Thule or the devious Druj.&lt;br /&gt;
&lt;br /&gt;
Although we encourage the other crew to help with the numbers needed for the large battles, the key roles go to the skirmish team - it&#039;s down to them to give the leadership needed to make the whole experience immersive and fun for all participants.&lt;br /&gt;
&lt;br /&gt;
The Skirmish High Command (Richard Loveday, James Crollie, Emma Woods)  are responsible for organizing and deploying the skirmish team at the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;We are looking for one hundred members of crew to join the skirmish team.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Goal==&lt;br /&gt;
The vision is to have the most effective, adaptable and experienced combat crew ever at larp. We know it will take time and dedication, from all involved, so anyone who is a part of the team will be encouraged to share their thoughts on how we can get there! The more input we can get from the team - at every level - the better it will be.&lt;br /&gt;
&lt;br /&gt;
The team has a budget to purchase any materials and kit that we feel will help us run the most fun, emotive, dramatic and challenging skirmishes possible, so those conversations about ‘wouldn’t it be nice if we had x’ are now, what shall we get first! All members of the team will be encouraged to help out planning what to get next and helping to create it.&lt;br /&gt;
&lt;br /&gt;
So please keep reading for the specifics of what will be involved. We fully acknowledge that it will require dedication from our team, especially at the beginning while we are still building, but if you want to help build and be a part of the coolest team in Empire then please get in touch!&lt;br /&gt;
{{CaptionedImage|file=Easter2013SundayBattle.jpg|caption=Skirmish team in action|width=450px|align=right}}&lt;br /&gt;
==What is Involved==&lt;br /&gt;
There will be plenty of fighting, so it&#039;s essential that you&#039;re enthusiastic about LRP fighting! Hard skills, roleplaying and fighting are really useful, but experience is not essential. You&#039;ll soon get plenty of practice at the events and we hope to have opportunities to drill and train as well. Most of the core hard work takes place during daylight at the event, so you will get evenings off, but there are opportunities for night-time encounters as well.&lt;br /&gt;
&lt;br /&gt;
Being part of the skirmish team isn&#039;t just about fighting, you can help us create the visual look and feel for the elite units the Empire faces. It&#039;s down to the skirmish team to create the individual characters that bring the plots and campaign to life. &lt;br /&gt;
&lt;br /&gt;
We are aiming to create a fun environment, with interesting fighting, and the chance to get involved in other areas of the game.  We want to have a great crew area, where you will be able to relax and unwind and share tales of the days exploits and dramatic game enhancing combat and glorious deaths!&lt;br /&gt;
&lt;br /&gt;
It will be hard work to start, but as the regular crew grows we will be able to offer more time ‘off’ where you can play more roleplay orientated roles, play your character (see below), or just relax around the crew camp (or in the evening around a fire), or get involved and many other areas of the game.&lt;br /&gt;
&lt;br /&gt;
We are asking for the following from our skirmish team:&lt;br /&gt;
*To fight in battles, skirmishes and quests. You will have the opportunity to get involved in other parts of crewing (the more crew we get, the more time you will have to do other things (so tell your friends), but your primary responsibility will be to be available for the conflicts.&lt;br /&gt;
*To help build the team into the most effective fighting force larp has ever seen! This could involve taking part in combat practice/drills when time allows as well as the opportunities for fighting practice the skirmishes and quests will involve!&lt;br /&gt;
*Your dedication to make this happen and the understanding that it will take time and hard work to bring to fruition.&lt;br /&gt;
*We will need to know you will be available for most skirmishes. Once the crew is at full strength then we may not always need everyone but we want to prove a rewarding and adaptive combat experience to the players, where they have choice in what fights they attempt - even at very short notice!&lt;br /&gt;
&lt;br /&gt;
==What you Get==&lt;br /&gt;
*&#039;&#039;&#039;Free event ticket&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Meal vouchers for every meal valid usable at all the onsite caterers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Free soft drinks at the bar and hot and cold drinks in the crew area&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Transport from the local train station&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;A character to play during time-off&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All Empire crew get free entry, but you also get vouchers for every meal which are worth £5.50 with any of the caterers onsite. There are free soft drinks for crew in the bar and free hot and cold drinks in the crew area throughout the event. If you&#039;re coming by public transport, we&#039;ll pick you up from the station if you need it (a very active ‘lift share&#039; facebook group already solves many ‘getting to the event’ issues).&lt;br /&gt;
&lt;br /&gt;
Yes can also have a character!  They have normal starting skills and will accrue XP and get resources just like a normal player. So when you are getting food, or relaxing you will be able to do so IC. All we ask is that you understand that your primary responsibility is to your crew, and avoid plot - R&amp;amp;R characters are meant to allow some time on the field to eat, drink and experience the world they are helping to create - not take game away from the players. If you do not have a particular group or nation you are connected to, we can help you make a ‘local flavoured’ character that will still let you get involved or even just go to the bar when you are done for the day!&lt;br /&gt;
{{CaptionedImage|file=Easter2013MondayBattle.jpg|caption=Empire Skirmish|width=900px|align=center}}&lt;br /&gt;
[[Category:Crew]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Plot_organization&amp;diff=1562</id>
		<title>Plot organization</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Plot_organization&amp;diff=1562"/>
		<updated>2015-05-02T13:32:57Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: replace pre-E1 numbers with recruiting-or-not&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=AndyRaffertyWiki.jpg|align=right|caption=Head of campaign: Andy Rafferty}}&lt;br /&gt;
{{CaptionedImage|file=KolFord.jpg|align=right|caption=Head of plot support: Kolin Ford}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Plot is the biggest department in Empire, as it incorporates all our NPCs, our plot writers and runners as well as characters like the nation bards, egregores, civil servants and magistrates and back room operations crew who work in costume and make-up. We need lots of people to help us fill out all these roles, so if you&#039;re interested in getting involved in the IC side of Empire then we&#039;re keen to talk to you.&lt;br /&gt;
&lt;br /&gt;
The plot department is divided into dozens of different teams. Some crew are members of many teams, some are members of just one. Everyone who works in the plot department is expected to have a good familiarity with the campaign setting. The department is headed by Kolin Ford who is the head of plot support (responsible for plot going out at events) and Andy Rafferty who is the head of campaign (responsible for the ongoing campaign).&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
The majority of the people in the plot room are NPCs, volunteers whose main responsibility is to play NPC roles throughout the weekend. The NPCs are divided into three main teams, described below. You don&#039;t have to be a member of these teams to play a role, we always need more NPCs so crew who want to take a break from their existing duties and play some roles are always welcome.&lt;br /&gt;
&lt;br /&gt;
===Skirmish Team===&lt;br /&gt;
Our [[The Hundred|skirmish team]] are the dedicated crew whose responsibility is to bring to life the battles and skirmishes that the players choose to fight. We will be running conflicts of various size throughout the weekend with the skirmish team portraying the enemies of the Empire. It is a great role for anyone who enjoys fighting and roleplaying a character on a battlefield.&lt;br /&gt;
&lt;br /&gt;
We are currently actively recruiting for skirmish team members.&lt;br /&gt;
&lt;br /&gt;
===NPC Team===&lt;br /&gt;
* Playing NPCs on the field&lt;br /&gt;
* Playing eternals and heralds in off-field encounters&lt;br /&gt;
Our NPC team play the roles that have been created and written by the plot writers that happen on the field and in the Hall of Worlds. Members of the team portray minor Imperial NPCs, eternals and their heralds and representatives of other foreign powers. It is a great role for anyone who enjoys working with writers to create enjoyable plot for players.&lt;br /&gt;
&lt;br /&gt;
We are currently open to more people joining the crew as a NPC team member.&lt;br /&gt;
&lt;br /&gt;
===Full time Roles===&lt;br /&gt;
* In addition to our NPC team we have a number of crew who play a single NPC role throughout the weekend&lt;br /&gt;
* These roles perform a range of IC and OOC responsibilities.&lt;br /&gt;
&lt;br /&gt;
We have a number of crew who play a single role throughout the weekend. These crew fall into one of several different teams, the [[bards]], [[civil service]], [[egregores]] and [[magistrates]].&lt;br /&gt;
&lt;br /&gt;
We are currently looking for more crew with musical or performing talents to play members of the bards team.&lt;br /&gt;
&lt;br /&gt;
==Plot Writers==&lt;br /&gt;
* Write plot for events&lt;br /&gt;
* Run plot at events&lt;br /&gt;
It is the job of the plot writers to create and run the plot lines that alongside the politics of the setting will help make Empire an exciting game to play. Plot writers need to write the plot before the event. Running plot includes briefing and debriefing NPCs and helping to get encounters ready by liaising with costume and make-up. We encourage plot writers to work in small independent teams, as a team of people is the best way to cover the all the skills needed to produce plot for events, however [[#Plot Support|plot support]] exist to help individual writers and teams with every stage of the process.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to have any experience to write plot, everyone has to start somewhere and our plot support team includes experienced plot writers who can help new volunteers find their feet. Being an Empire plot writer is a great role if you enjoy creating plot and enjoy seeing players enjoy the game you have helped create. If you have ever wanted to create plot for a big game with over a thousand players, this is your chance!&lt;br /&gt;
&lt;br /&gt;
==Plot Support==&lt;br /&gt;
* Help and support writers running plot&lt;br /&gt;
* Keep the plot room running smoothly&lt;br /&gt;
* Manage ongoing plot requirements&lt;br /&gt;
&lt;br /&gt;
[[Plot support]] exist primarily to help writers get their plot written, approved, and run. They are there to help writers and teams with every stage of the [[plot creation process]]. By liaising with members of plot support, any writer can get help with things like getting their plot written and approved or sourcing costume, make-up, and prosthetics. The team includes experienced members of the team who can help wrangle NPCs and brief them.&lt;br /&gt;
&lt;br /&gt;
Plot support manage the plot room and will try to ensure that everything runs as smoothly as possible. Members of the team will set out the room at the start of the weekend and put it away at the end. If any member of the plot department is having problems, whether they are logistical, technical, or personal, then the plot support team are there to help and try to resolve the problem for you.&lt;br /&gt;
&lt;br /&gt;
An important responsibility for the plot support team is to manage ongoing plot requirements. The Empire campaign has many specific requirements - plot that &#039;&#039;must&#039;&#039; happen - for example battles, the bourse auction, and past life visions. Some of these elements are created by players - such as the ritual [http://www.profounddecisions.co.uk/empire-wiki/Challenge_the_Iron_Duke Challenge the Iron Duke], some may be the natural consequences of previous plot, for example a quest or skirmish that needs to happen. We need to ensure that volunteers writing the plot for these sections of the game are able to deliver it on time, so the plot support team will monitor progress on critical plot elements to ensure there are no problems.&lt;br /&gt;
&lt;br /&gt;
The plot support team includes a number of specific areas, costume and props, make-up and prosthetics, and special FX.&lt;br /&gt;
&lt;br /&gt;
{{Plot Further Reading}}&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Crew_facebook_groups&amp;diff=1561</id>
		<title>Crew facebook groups</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Crew_facebook_groups&amp;diff=1561"/>
		<updated>2015-05-02T13:26:51Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Groups */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Most of the crew stay in touch using Facebook. If you are a member of crew and you use Facebook, then you should be invited to the relevant groups - it helps everyone to get to know each other and makes organizing and preparing the events easier. &lt;br /&gt;
&lt;br /&gt;
If you are not invited to a group that you believe you should be in, please contact either your department head or crew@profounddecisions.co.uk for an invite.&lt;br /&gt;
&lt;br /&gt;
There are different groups for the different teams and groups who work together to put on an event.&lt;br /&gt;
&lt;br /&gt;
==Groups==&lt;br /&gt;
&lt;br /&gt;
*[https://www.facebook.com/groups/587756707906940/ Crew Intro] - this group is for people who are thinking of joining Empire Crew.&lt;br /&gt;
*[https://www.facebook.com/groups/771228252958737/ Current Crew] - this group is for actual current crew (generally, &#039;booked for at least one event this year&#039;). Please remember that some crew (especially red hats!) play characters during the event and do not appreciate plot spoilers!&lt;br /&gt;
&lt;br /&gt;
==God and Refs==&lt;br /&gt;
*[https://www.facebook.com/groups/137348119763758/ Referees] - anyone interested in refereeing Empire events.&lt;br /&gt;
*[https://www.facebook.com/groups/610320108984528/ God Crew] - anyone who works in GOD at events.&lt;br /&gt;
{{CaptionedImage|file=AdamBuxton.jpg|align=right|width=200px}}&lt;br /&gt;
==Red Hats==&lt;br /&gt;
*[https://www.facebook.com/groups/435220503210044/ Red Hats] - everyone who is part of the site set-up and take down team.&lt;br /&gt;
*[https://www.facebook.com/groups/522138431174817/ Gate Crew] - everyone who works the gate!&lt;br /&gt;
*[https://www.facebook.com/groups/530992573609331/ Set Dressing] - the set dressing team.&lt;br /&gt;
*[https://www.facebook.com/groups/400252680068525/ Set Building] - the set building team (includes players).&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
*[https://www.facebook.com/groups/122250651259196/ Tavern] - anyone who works in the tavern or behind the bar.&lt;br /&gt;
*[https://www.facebook.com/groups/199829610159523/ Academy] - crew who operate the Academy and work with children at events.&lt;br /&gt;
*[https://www.facebook.com/groups/116155758579607/ Civil Servants] - anyone who plays a civil servant at events.&lt;br /&gt;
*[https://www.facebook.com/groups/447792855289348/ Egregores] - this group is for the NPCs who play egregores - and those who work with them.&lt;br /&gt;
*[https://www.facebook.com/groups/161719330667810/ Skirmish Crew] - for the Hundred, our dedicated skirmish crew.&lt;br /&gt;
*[https://www.facebook.com/groups/794726573910124/ NPC Crew] - this group is for crew who play NPC roles at events.&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
*[https://www.facebook.com/groups/EmpirePlot/ Plot] - this group is for crew interested in creating plot for events.&lt;br /&gt;
*[https://www.facebook.com/groups/268473413298974/ Battle Team] - the crew who organize and manage the battles.&lt;br /&gt;
*[https://www.facebook.com/groups/243111769153902/ Costume Team] - crew and players making costume for PD.&lt;br /&gt;
&lt;br /&gt;
[[Category:General]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Crew_facebook_groups&amp;diff=1560</id>
		<title>Crew facebook groups</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Crew_facebook_groups&amp;diff=1560"/>
		<updated>2015-05-02T13:25:57Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Most of the crew stay in touch using Facebook. If you are a member of crew and you use Facebook, then you should be invited to the relevant groups - it helps everyone to get to know each other and makes organizing and preparing the events easier. &lt;br /&gt;
&lt;br /&gt;
If you are not invited to a group that you believe you should be in, please contact either your department head or crew@profounddecisions.co.uk for an invite.&lt;br /&gt;
&lt;br /&gt;
There are different groups for the different teams and groups who work together to put on an event.&lt;br /&gt;
&lt;br /&gt;
==Groups==&lt;br /&gt;
&lt;br /&gt;
*[https://www.facebook.com/groups/587756707906940/ All Crew] - this group is for people who are thinking of joining Empire Crew.&lt;br /&gt;
*[https://www.facebook.com/groups/771228252958737/ Current Crew] - this group is for actual current crew (generally, &#039;booked for at least one event this year&#039;). Please remember that some crew (especially red hats!) play characters during the event and do not appreciate plot spoilers!&lt;br /&gt;
&lt;br /&gt;
==God and Refs==&lt;br /&gt;
*[https://www.facebook.com/groups/137348119763758/ Referees] - anyone interested in refereeing Empire events.&lt;br /&gt;
*[https://www.facebook.com/groups/610320108984528/ God Crew] - anyone who works in GOD at events.&lt;br /&gt;
{{CaptionedImage|file=AdamBuxton.jpg|align=right|width=200px}}&lt;br /&gt;
==Red Hats==&lt;br /&gt;
*[https://www.facebook.com/groups/435220503210044/ Red Hats] - everyone who is part of the site set-up and take down team.&lt;br /&gt;
*[https://www.facebook.com/groups/522138431174817/ Gate Crew] - everyone who works the gate!&lt;br /&gt;
*[https://www.facebook.com/groups/530992573609331/ Set Dressing] - the set dressing team.&lt;br /&gt;
*[https://www.facebook.com/groups/400252680068525/ Set Building] - the set building team (includes players).&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
*[https://www.facebook.com/groups/122250651259196/ Tavern] - anyone who works in the tavern or behind the bar.&lt;br /&gt;
*[https://www.facebook.com/groups/199829610159523/ Academy] - crew who operate the Academy and work with children at events.&lt;br /&gt;
*[https://www.facebook.com/groups/116155758579607/ Civil Servants] - anyone who plays a civil servant at events.&lt;br /&gt;
*[https://www.facebook.com/groups/447792855289348/ Egregores] - this group is for the NPCs who play egregores - and those who work with them.&lt;br /&gt;
*[https://www.facebook.com/groups/161719330667810/ Skirmish Crew] - for the Hundred, our dedicated skirmish crew.&lt;br /&gt;
*[https://www.facebook.com/groups/794726573910124/ NPC Crew] - this group is for crew who play NPC roles at events.&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
*[https://www.facebook.com/groups/EmpirePlot/ Plot] - this group is for crew interested in creating plot for events.&lt;br /&gt;
*[https://www.facebook.com/groups/268473413298974/ Battle Team] - the crew who organize and manage the battles.&lt;br /&gt;
*[https://www.facebook.com/groups/243111769153902/ Costume Team] - crew and players making costume for PD.&lt;br /&gt;
&lt;br /&gt;
[[Category:General]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Crew_facebook_groups&amp;diff=1559</id>
		<title>Crew facebook groups</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Crew_facebook_groups&amp;diff=1559"/>
		<updated>2015-05-02T13:24:56Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: update group joining details /add some new groups&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Most of the crew stay in touch using Facebook. If you are a member of crew and you use Facebook, then you should be invited to the relevant groups - it helps everyone to get to know each other and makes organizing and preparing the events easier. If you are not invited to a group that you believe you should be in, please contact either your department head or crew@profounddecisions.co.uk for an invite.&lt;br /&gt;
&lt;br /&gt;
There are different groups for the different teams and groups who work together to put on an event.&lt;br /&gt;
&lt;br /&gt;
==Groups==&lt;br /&gt;
&lt;br /&gt;
*[https://www.facebook.com/groups/587756707906940/ All Crew] - this group is for people who are thinking of joining Empire Crew.&lt;br /&gt;
*[https://www.facebook.com/groups/771228252958737/ Current Crew] - this group is for actual current crew (generally, &#039;booked for at least one event this year&#039;). Please remember that some crew (especially red hats!) play characters during the event and do not appreciate plot spoilers!&lt;br /&gt;
&lt;br /&gt;
==God and Refs==&lt;br /&gt;
*[https://www.facebook.com/groups/137348119763758/ Referees] - anyone interested in refereeing Empire events.&lt;br /&gt;
*[https://www.facebook.com/groups/610320108984528/ God Crew] - anyone who works in GOD at events.&lt;br /&gt;
{{CaptionedImage|file=AdamBuxton.jpg|align=right|width=200px}}&lt;br /&gt;
==Red Hats==&lt;br /&gt;
*[https://www.facebook.com/groups/435220503210044/ Red Hats] - everyone who is part of the site set-up and take down team.&lt;br /&gt;
*[https://www.facebook.com/groups/522138431174817/ Gate Crew] - everyone who works the gate!&lt;br /&gt;
*[https://www.facebook.com/groups/530992573609331/ Set Dressing] - the set dressing team.&lt;br /&gt;
*[https://www.facebook.com/groups/400252680068525/ Set Building] - the set building team (includes players).&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
*[https://www.facebook.com/groups/122250651259196/ Tavern] - anyone who works in the tavern or behind the bar.&lt;br /&gt;
*[https://www.facebook.com/groups/199829610159523/ Academy] - crew who operate the Academy and work with children at events.&lt;br /&gt;
*[https://www.facebook.com/groups/116155758579607/ Civil Servants] - anyone who plays a civil servant at events.&lt;br /&gt;
*[https://www.facebook.com/groups/447792855289348/ Egregores] - this group is for the NPCs who play egregores - and those who work with them.&lt;br /&gt;
*[https://www.facebook.com/groups/161719330667810/ Skirmish Crew] - for the Hundred, our dedicated skirmish crew.&lt;br /&gt;
*[https://www.facebook.com/groups/794726573910124/ NPC Crew] - this group is for crew who play NPC roles at events.&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
*[https://www.facebook.com/groups/EmpirePlot/ Plot] - this group is for crew interested in creating plot for events.&lt;br /&gt;
*[https://www.facebook.com/groups/268473413298974/ Battle Team] - the crew who organize and manage the battles.&lt;br /&gt;
*[https://www.facebook.com/groups/243111769153902/ Costume Team] - crew and players making costume for PD.&lt;br /&gt;
&lt;br /&gt;
[[Category:General]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Food_and_drink&amp;diff=1558</id>
		<title>Food and drink</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Food_and_drink&amp;diff=1558"/>
		<updated>2015-05-02T13:22:14Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: /* Meals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Meals==&lt;br /&gt;
Crewing an event is often a physically demanding experience, and staying well fed is important for continued well-being and endurance. Each member of the crew should collect crew meal tickets from GOD. You will receive enough vouchers for the entire weekend; from Thursday evening until Monday lunch-time (for 4-day events) or Sunday morning (for 3-day events). The vouchers will have your name on - please be careful not to lose them.&lt;br /&gt;
&lt;br /&gt;
Each voucher can be exchanged with any of the food vendors on-site for a meal up to to £5.50 in value. If you want a more expensive meal from one of vendors then you will need to pay the difference.&lt;br /&gt;
&lt;br /&gt;
==Snacks==&lt;br /&gt;
There are snacks, usually flapjacks and chocolate, freely available throughout the event from the crew hut which is located between GOD and monster at most events. If you can&#039;t find any snacks in the crew hut - because everything has been eaten - then please let someone from the crew welfare team know about it, so that they replenish supplies.&lt;br /&gt;
{{CaptionedImage|file=RickJackson.jpg|align=right|width=200px}}&lt;br /&gt;
&lt;br /&gt;
==Drinks==&lt;br /&gt;
Hot drinks are freely available from the crew hut throughout the event. There is a gas water boiler here which provides a constant supply of hot water - provided it is kept topped up. If the boiler runs dry then there is no water for anyone and it can easily be damaged. Please top up the boiler if you are able to, or let crew welfare know if it is empty and you are not able to refill it.&lt;br /&gt;
&lt;br /&gt;
Soft drinks are freely available for crew from the bar throughout the event. Just go to the bar, show them your crew meal tickets and you will get free soft drinks.&lt;br /&gt;
&lt;br /&gt;
Every member of crew is entitled to a single free alcoholic drink from the bar during the event as thanks for the hard work. A ticket for a free drink will be included in your crew meal ticket set.&lt;br /&gt;
&lt;br /&gt;
==Site set-up==&lt;br /&gt;
Most of the on-site caterers do not offer catering before Thursday evening - when the crew meal tickets become valid. If you are on-site before this time - and helping with the event set-up - then you can obtain a meal from the Skian Mhor. There are no crew tickets at this time, just give them your name and they will make a note of it for our bill, give you your meal.&lt;br /&gt;
&lt;br /&gt;
[[Category:General]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Crewing&amp;diff=1557</id>
		<title>Crewing</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Crewing&amp;diff=1557"/>
		<updated>2015-05-02T12:58:47Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: remove broken link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
This page tells you what we expect our crew, what you can expect of us - and what to do if there is a problem or an emergency. We have to explicitly avoid making any kind of legal contract so this is not intended to be a legally binding contract of employment, it is just to let you know what you will be doing at events.&lt;br /&gt;
&lt;br /&gt;
All crew should make sure they have read and understood these guidelines - even if you have been crewing for years. &lt;br /&gt;
&lt;br /&gt;
==Enjoy yourself==&lt;br /&gt;
The first rule of crewing is to enjoy yourself. Volunteers are an essential part of Profound Decisions, the events simply couldn’t happen without you. It is really important to us that your volunteer experience is enjoyable and rewarding not just because we depend on our crew for so much but because the only ethical basis on which a commercial company can run events using a volunteer crew is if the crew enjoy the events too.&lt;br /&gt;
&lt;br /&gt;
Please remember that you come to events to enjoy yourself. As the people who do all the work to put the event on, &#039;&#039;&#039;you have more right than anyone else to enjoy it!&#039;&#039;&#039; If you&#039;re not enjoying what you are doing then talk to us and we will try to change something.&lt;br /&gt;
{{CaptionedImage|file=Jay.jpg|align=left|width=250px}}&lt;br /&gt;
==Work hard==&lt;br /&gt;
The second rule is work hard. Crewing is a lot of fun, but it is also hard work. Some members of the site set-up and take-down team play during the event, but most crew are expected to be doing crewing roles throughout the event. Most departments are active from before time-in until after time-out every day. Please discuss with your department head at what times you need to be available to crew; depending on your precise role, you may have an opportunity to play a character during some of the event.&lt;br /&gt;
&lt;br /&gt;
When you are working at an event, please take care and don&#039;t work beyond your personal limits; this is a holiday, you are here to enjoy the event, not hospitalize yourself. It is incumbent on you to ensure you take regular breaks and make sure you eat and drink regularly. &lt;br /&gt;
&lt;br /&gt;
==Departments and Teams==&lt;br /&gt;
We organise our crew into departments. Each department has a head who confirms crew spaces for their department. We use departments to organise the logistics of looking after crew, they’re not used to define or limit what jobs you can do at an event.&lt;br /&gt;
&lt;br /&gt;
Some departments, like the red hats (site crew), comprise multiple specialist teams such as set-dressing, tent-erection and sparkies. If you want to help out on any team, just talk to the head of the team involved.&lt;br /&gt;
&lt;br /&gt;
==Behaviour==&lt;br /&gt;
When you talk to players, remember that you will be seen as a representative of Profound Decisions, so be as polite and positive as you can. You are &#039;&#039;&#039;not&#039;&#039;&#039; required to deal with problems or put up with complaints, so if a player brings an issue to you, then you should immediately escalate the issue directly to Matt or Alison Pennington without delay.&lt;br /&gt;
&lt;br /&gt;
Likewise, our players are required to be polite and courteous to our crew. If players are rude to you, then please report the matter to Matt.&lt;br /&gt;
We expect you to behave in a respectful manner towards other crew. If you have any problems then talk to Matt or the head of crew welfare.&lt;br /&gt;
&lt;br /&gt;
==Hot Weather Advice==&lt;br /&gt;
If the weather is particularly hot, you must ensure that you stay hydrated by drinking plenty of water throughout the day. You should also wear sunscreen, to protect yourself from burning, and you should also ensure that you take in enough salt with your food in order to replace that which is lost through sweating.  If you start to feel ill, you should seek advice from First Aid.&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
Your department head should normally be your first contact in the event that you have any issues.  If, for whatever reason, you would like to speak with somebody else, then any of the Crew Welfare team will be happy to assist.&lt;br /&gt;
&lt;br /&gt;
If you (or anyone else) develops a medical or health problem, then you should contact the duty First Aid medic for assistance and guidance. A supply of sundry medicines is available from Crew Welfare, including paracetamol, ibuprofen, sunscreen and antihistamines.&lt;br /&gt;
{{CaptionedImage|file=taverncrew.jpg|align=right|width=300px}}&lt;br /&gt;
&lt;br /&gt;
==Emergencies==&lt;br /&gt;
Any emergency should be reported as quickly as possible by radio to the appropriate head of department or their nominated deputy. If you do not have a radio, please either head swiftly to GOD or locate the nearest radio user by shouting the word &amp;quot;Radio&amp;quot; loudly and clearly, as appropriate. If you are a radio user and hear this call then please stop what you are doing and move to the emergency location to provide assistance.&lt;br /&gt;
&lt;br /&gt;
If you are summoning help via radio, you need to ensure that the nature and location of the emergency is clearly communicated, and to remain available on that radio channel until aid arrives.&lt;br /&gt;
&lt;br /&gt;
You should not call 999 for a emergency, the decision to call the emergency services will be made by the head of the relevant department of their nominated deputy. The only exception to this rule is if an emergency is so immediately serious that any delay to summoning the emergency services would place the casualt(ies) at greater risk.&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
Profound Decisions employ a professional team of first-aid providers to cover our events. In the event of a medical emergency you should summon an emergency medic from their First Aid post near GOD. If any participant asks for your assistance in obtaining first-aid then please take the time to escort them to the first-aid post, or fetch the first-aid team to them if they cannot move.&lt;br /&gt;
 &lt;br /&gt;
===Fire===&lt;br /&gt;
In the event of a fire emergency, then you should summon help from site-crew. Do not place yourself at personal risk; tents and sets are expendable, you are not. Do what you safely can to limit the spread of the fire, and move nearby people to safety, but do not attempt to fight the fire yourself.&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
In the event of a security emergency, you should summon security assistance from the site security team. Do not attempt to deal with a security situation yourself, at most you should act to ensure that any situation is contained. &lt;br /&gt;
&lt;br /&gt;
===Major Incident Response===&lt;br /&gt;
A major incident is an emergency which requires a large-scale coordinated response from crew. In the event a major incident is declared, the game will be suspended or abandoned in order to deal with whatever large-scale emergency in progress. All radio users should switch to the general site radio channel (Channel 1), make their immediate area safe, and await instructions.&lt;br /&gt;
&lt;br /&gt;
Radio communications are critical during major incidents. Please take particular care to minimise unnecessary communication, and ensure that all messages are clear and concise.&lt;br /&gt;
&lt;br /&gt;
Instructions will be issued by radio by the team coordinating the emergency response: either first aid or security, depending on the nature of the incident. This may include direction to make announcements to players and crew in your immediate vicinity, to evacuate a particular area of the field, or to muster at a particular location to receive further instructions.&lt;br /&gt;
&lt;br /&gt;
[[Category:General]]&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=How_To_Make_Ribbons&amp;diff=1549</id>
		<title>How To Make Ribbons</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=How_To_Make_Ribbons&amp;diff=1549"/>
		<updated>2015-03-27T09:11:53Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: Created page with &amp;quot;This is a work in progress as the ribbon creator is a work in progress, and I&amp;#039;ve guessed some of it - but here&amp;#039;s the current ribbon creation / editing checklist:  # Each item ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a work in progress as the ribbon creator is a work in progress, and I&#039;ve guessed some of it - but here&#039;s the current ribbon creation / editing checklist:&lt;br /&gt;
&lt;br /&gt;
# Each item must have an Item Type. There are several possible cases here:&lt;br /&gt;
## You&#039;re creating something based on an ordinary artisan item which is already in the system. Pick that item from the list. You can give it a new name etc later.&lt;br /&gt;
## You&#039;re creating an entirely new artisan or other bondable item that hasn&#039;t been put on the system yet. Pick one of the &#039;Unique X&#039; entries from the list, where X is a type of item (e.g. Unique Arcane Weapon).&lt;br /&gt;
## You&#039;re creating an item with a one-shot use, like a potion or a ritual-in-a-can. Pick &#039;Unique Non-bonded Item&#039;.&lt;br /&gt;
## You&#039;re creating a ribbon for something with no actual magical properties, e.g. so it can be investigated. Pick &#039;Non-magical item&#039;.&lt;br /&gt;
## You&#039;re creating a ribbon for a ritual text. Pick &#039;Ritual Tome&#039;.&lt;br /&gt;
# Decide if you need to fill in the On Activation or On Bonding field.&lt;br /&gt;
## If you&#039;re just creating a standard item, you can leave this field alone.&lt;br /&gt;
## If you are using a standard item which already has properties but you want to e.g. add a RP effect, append it to the text that should have magically appeared in this field.&lt;br /&gt;
## If you&#039;re creating a non-magical item, is it something which you &#039;use&#039; in some way (e.g. some terrible eel liquor)? If so, put a description of what a ref should tell someone who uses/drinks it here. If not, feel free to leave it blank.&lt;br /&gt;
## If you&#039;re creating a unique bondable item, put the text that a ref should read to the player when they bond the item here.&lt;br /&gt;
## If you&#039;re creating a unique one-shot item, put the text that a ref should see when a player is trying to activate it here (this might include activation conditions as well as the effect on activation).&lt;br /&gt;
## If you&#039;re creating a Ritual Tome, edit this text to refer to the ritual that it can teach.&lt;br /&gt;
# Decide if you want to override the ribbon name.&lt;br /&gt;
## If you&#039;re just creating a standard item, or a unique bondable item of a specific form, you can leave this field alone and it will default to the underlying item type, e.g. Ring or One-Handed Weapon&lt;br /&gt;
## If you want the ribbon to call the item something fancy instead, you can enter that here&lt;br /&gt;
## If you&#039;re creating a Unique Non-bonded Item or a Non-magical Item, you must give it a name here&lt;br /&gt;
# Decide if you want to add visible text&lt;br /&gt;
## Visible text is an always-on effect which is printed on the ribbon.&lt;br /&gt;
## Remember that people tie ribbons to things and generally abuse them - don&#039;t put an always-on effect that they need to react to quickly, especially a long rambling one, on a ribbon - remember that someone is going to have to read the ribbon, possibly having to untie it first, before they take your effect. Good ways of getting around this are effects that happen &#039;when you concentrate on this item&#039; or which say things like &#039;you start to feel...&#039; rather than &#039;you feel...&#039; - but also you want to keep the word count down and front-load things that are very important or obvious.&lt;br /&gt;
# Decide if you want to change the expiry time&lt;br /&gt;
## If you&#039;re creating a standard item or a unique bondable item, it will default to having a year to run - feel free to reduce this by editing the second dropdown, especially for powerful items.&lt;br /&gt;
## If you&#039;re creating a Unique Non-bonded Item it will default to Expires on Activation - if it&#039;s actually an always-on effect rather than a one-shot please consider giving it an expiry date by changing to Expires At Event and picking an event in the next year.&lt;br /&gt;
## If you&#039;re creating a Non-magical Item it will default to Not Magical, which should be fine - if your item expires you should probably be thinking of calling it a Unique Non-bonded Item instead, even if it&#039;s not strictly &#039;magic&#039; that is powering it (e.g. an expiring foodstuff).&lt;br /&gt;
## If you&#039;re creating an artifact or similar item, pick &#039;Permanent Enchantment&#039; to stop it expiring.&lt;br /&gt;
# Pick who created the item&lt;br /&gt;
## If the item was created by an actual character that is already on the system, enter their CID here. Don&#039;t create a character for your NPC on the system unless you&#039;ve already done so. If you enter a CID here, you should not enter a Creator Name - the system will automatically pick it up from the character record.&lt;br /&gt;
## If the item was created by some entity other than a character already on the system, fill in the Creator Name field instead. You should not fill in a CID if you fill in the character name field.&lt;br /&gt;
# Generally you shouldn&#039;t mess with the &#039;Event Created&#039; field - it will default to the current or upcoming event. This is an OOC field and used for tracking &#039;when did this ribbon get created&#039;, not &#039;when did this item get created&#039; - if that&#039;s important, stick it in Item History later.&lt;br /&gt;
# If your item is in any way linked to a plot (i.e. not player action like Timeless Hammer Rhythm) then put the name of a relevant page on the plot wiki in this field. You want to use the section of the URL after http://www.profounddecisions.co.uk/empireplotwiki/ - e.g. if your plot is http://www.profounddecisions.co.uk/empireplotwiki/Plot:Deadening_Cold_Meat#War_Rhino_Rides_Again then you would put Plot:Deadening_Cold_Meat#War_Rhino_Rides_Again in this field.&lt;br /&gt;
# You can usually leave the Detect Magic field blank - it will default to telling them the bonding or activation effect. &lt;br /&gt;
## Put an entry in here if Detect Magic should return different information (e.g. if there is a Night obfuscation effect on the item, or some of the on-bonded properties are non-obvious properties like hidden RP effects and hidden curses)&lt;br /&gt;
## If you put something in this box, it should contain all the information a ref needs to deal with Detect Magic on this item, including a repeat of the parts of the bonding/activation effect that detect magic can detect.&lt;br /&gt;
# The Divination Result field is for Bright Lantern of Ophis and potentially for similar ritual effects if any are put together.&lt;br /&gt;
## If your item is a standard item, don&#039;t worry about this field.&lt;br /&gt;
## Similarly, if your item is non-magical, don&#039;t worry about this field.&lt;br /&gt;
## If your item is under a Night obfuscation effect, mention it first and give its magnitude so that the ref can check whether the divination has pierced it.&lt;br /&gt;
## If your item has an activation effect, explain how to activate it in this box (even if it&#039;s really obvious, like &#039;drink it&#039; or &#039;use it in a ritual&#039;).&lt;br /&gt;
## If your item comes from a particular source (e.g. an Eternal), detail that here too.&lt;br /&gt;
## If your item has any hidden or interesting magical properties, or any conditional effects or &#039;gotchas&#039; (e.g. &#039;Skathe can tell if you activate this item&#039;, &#039;You will have a terrible nightmare tonight and be weak tomorrow if you use this&#039;) write them in here; you don&#039;t have to reveal spiritual / hearth magic curses here but you do need to at least mention magical ones, although you don&#039;t need to go into any great detail.&lt;br /&gt;
## You might also provide instructions to collect an Arcane Projection from GOD to provide to the casters which lets them interact with the item in some way.&lt;br /&gt;
# The Curse Details box is for Wisdom of the Balanced Blade and potentially for similar ritual effects if any are put together.&lt;br /&gt;
## If your item isn&#039;t cursed, don&#039;t worry about this field.&lt;br /&gt;
## If your item is cursed, you must provide the following information in this field:&lt;br /&gt;
### The realm of the curse if it&#039;s magical, and the magnitude if it has one&lt;br /&gt;
### Exactly what the effect of the curse is, in detail&lt;br /&gt;
### How much longer the curse will run for&lt;br /&gt;
### Anything that can be done to change the behaviour of the curse&lt;br /&gt;
### At least one method of removing the curse; &#039;kill a player character&#039; or &#039;beg an Eternal for help&#039; cannot be the only method of removing the curse, but a high-magnitude ritual can be the only other method (Transmogrification of the Soul&#039;s Echo and The Serpent&#039;s Stone are always good fallbacks).&lt;br /&gt;
## You may also provide the following information:&lt;br /&gt;
### Where the curse came from - what entity or power is responsible for it&lt;br /&gt;
### Instructions to collect an Arcane Projection from GOD to provide to the casters which lets them interact with the curse in some way&lt;br /&gt;
# The Item History box is for Skein of Years and possibly also for CS historical research etc.&lt;br /&gt;
## If your item&#039;s history is not very relevant, don&#039;t feel that you need to put anything in here - this only shows very significant moments, and most items may well not have picked up any.&lt;br /&gt;
## If your item has a lot of history, try to limit this to the most significant moments.&lt;br /&gt;
## If you run out of space in this box, consider what Skein of Years should return, write that in the box, and put the rest on the plot wiki page.&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Plot_Timetable_Instructions&amp;diff=914</id>
		<title>Plot Timetable Instructions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Plot_Timetable_Instructions&amp;diff=914"/>
		<updated>2015-01-18T15:33:58Z</updated>

		<summary type="html">&lt;p&gt;ChessyPig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Plot_creation_process]]&lt;br /&gt;
&lt;br /&gt;
The current plot spreadsheet will be available as a link from the Plot FB group.&lt;br /&gt;
&lt;br /&gt;
TL;DR: Add your plot link, in hyperlink format - that&#039;s &amp;lt;pre&amp;gt;=HYPERLINK(&amp;quot;http://www.profounddecisions.co.uk/empireplotwiki/Plot:Your_Plot_Name&amp;quot;,&amp;quot;Your Plot Name&amp;quot;)&amp;lt;/pre&amp;gt; - to whichever slot you want to book; if you want field (non-fighty) NPCs, add a number of field NPCs in the box under that. Book skirmish teams by picking a slot out of the Skirmish columns and sticking your plot link in that slot, then doing the same for a physical location and a Gate time if necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
More details:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Anvil&#039; slots&#039;&#039;&#039; are for sending field-NPC crew out onto the main field. If these columns have all filled up but there are still field NPCs available, please ask ChessyPig / Michelle Taylor for a new column to be added - I&#039;m just trying to avoid massive side-scrolling death for everyone, there isn&#039;t a magic number of columns here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Skirmish&#039; slots&#039;&#039;&#039; are for booking groups of Skirmish crew (plus player monsters, for daylight slots) who can fight and come with their own skirmish ref. &lt;br /&gt;
&lt;br /&gt;
Each slot has its NPC information already filled in:&lt;br /&gt;
&lt;br /&gt;
&#039;Battle&#039; is the battle slot for the day - all teams are involved in the same battle.&lt;br /&gt;
&lt;br /&gt;
&#039;Small Q&#039; is enough skirmish team for about 20 players.&lt;br /&gt;
&lt;br /&gt;
&#039;Large Q&#039; is enough skirmish team for about 40-50 players - you have to book both teams involved in a Large Q.&lt;br /&gt;
&lt;br /&gt;
&#039;RCA&#039; is a Reverse Camp Attack slot - the NPCs will stay in the &#039;orc camp&#039; area and we&#039;ll run a set of plots back to back, all of which use the same kit and setup. These are suitable for ~25 PCs.&lt;br /&gt;
&lt;br /&gt;
&#039;Night Q&#039; is enough skirmish team for about 10 players doing a sneaky/scouty activity.&lt;br /&gt;
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For non-RCA slots, you will also want to book a physical location - see below.&lt;br /&gt;
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If you are going through the Sentinel Gate to get to your plot, please also book a Sentinel Gate time - see below.&lt;br /&gt;
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&#039;&#039;&#039;&#039;Forest 1&#039;, &#039;Forest 2&#039; and &#039;Back Field&#039;&#039;&#039;&#039; are OOC physical locations you can book for use with either skirmish teams or field NPCs (or on their own, if you&#039;re using a civil servant or just players). If you want to use them with skirmish teams, just book the skirmish teams separately and don&#039;t put in an NPC number. If you want to use them with field NPCs (e.g. you&#039;ve got a purely talky plot and the skirmish teams are busy / too big / just not appropriate in this case) then put an NPC number for the number of field NPCs you require.&lt;br /&gt;
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&#039;&#039;&#039;&#039;PLV Tent&#039; and &#039;Env Tent&#039;&#039;&#039;&#039; are also OOC physical locations you can book. You should talk to their organisers about your requirements before booking them! Add a number of field NPCs or a skirmish team as above (although they&#039;re a bit small for full-on fighty encounters!).&lt;br /&gt;
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&#039;&#039;&#039;&#039;Makeup&#039;&#039;&#039;&#039; is for booking makeup jobs that you&#039;ll need the attention of the makeup team for - this is an attempt to make sure we don&#039;t have e.g. two Eternals in prep at the same time :-). Don&#039;t put an NPC number here, just make sure the makeup requirements are very clear on your plot wiki page.&lt;br /&gt;
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&#039;&#039;&#039;&#039;Sentinel Gate&#039;&#039;&#039;&#039; is for booking a time for people to leave Anvil through the Sentinel Gate. This will go on the conjunctions list that the plot desk will use to answer Detect Magic requests from the portal. Don&#039;t put an NPC number here - book a skirmish team or a number of field NPCs under the physical location you&#039;re using at the other end of the gate.&lt;br /&gt;
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If you&#039;ve booked a Gate slot, you must have at the top of your plot wiki page the Sentinel Gate details: the IC location the Gate is pointing to (preferably in the format Specific Location, Region, Territory) and the type of gate (Quest gate, player limit N; Skirmish gate, character nationality X; Battle gate). &lt;br /&gt;
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If you&#039;re planning a fighty encounter using a skirmish team, please abide by their advice on gate numbers :-).&lt;/div&gt;</summary>
		<author><name>ChessyPig</name></author>
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