Naia
Founder
Still Here
Posts: 52
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Post by Naia on Jul 2, 2018 1:03:58 GMT
DM Rules
These are public for a reason: The players will know their limitations should they wish to pursue a position on the team, and also will know what the DM is allowed to do and what he or she is not allowed to do should they overstep their bounds. 1. The DM's job is to run events, provide assistance to players and give incentive for/facilitate roleplay.
2. The DM is responsible for conflict resolution between players. Though their ban capability is minimal, it is their job to create a friendly and happy environment between all players no matter the differences. This includes their own relationship with others.
3. Record keeping. The DM Team is required to log their major plots in the DM Boards! They will need to make sure to include at least a summary of the plot and their intention with players/the module alike.
4. The DM may NOT hand out custom items of any vault level power or higher without administration approval or DM team approval.
5. The DM may issue bans of up to 1 week to any player who breaches the rules, as long as they are given ample warning of this. Abuse of this power will result in removal from the team.
6. We want to put more priority on passive Roleplay XP Distribution. DMs are required to monitor RP each time they log in and reward players with XP accordingly. (Usually with the XP Tool, sticking to a small 1-2% bonus is ideal)
7. The DM may not take items, experience or gold from a player without good reason. Experience in particular must be approved by administration.
8. Dungeon Masters may not give out more than 300 experience to a player a day without administration approval. It should be clarified that this is not a number to aim for, and that exceptions can be made.
9. Dungeon masters may not give more than one vault-level or vault-quality item to a player per day. Custom items of any level must be approved, as per rule 4.
10. Setting a standard. Dungeon Masters are held to a higher standard than normal players, as their actions reflect on the Dark Hour team as a whole. Not only do we expect dungeon masters to be shining examples of a rule-abiding player, we expect you to take the high road and put aside your emotions for the sake of the server. Violation of this rule will result in one warning, and then removal from the team.
11. Conflict between Dungeon Masters will result in all DM's involved being removed from the team after a singular warning and attempt to mend the situation. If the problem persists, ALL participants will be removed outright.
12. DM's are required to stay active. Whether through just granting RP experience, developing player-driven plots or running events, we expect you to be on the client once per day or for extended periods on the off-day. Of course, we understand if life can get busy. An explanation may result in us giving you time to find your bearings, however our verdict for this is always situational. Failure to communicate absence or to stay active will result in removal from the team.
14. Custom Plotlines. Each DM is required to reach out to players old and new to create plotlines that develop their characters. Of course, we cannot expect you to attend to every player's personal story. We only expect you to reach out to players and give them the opportunity to develop their characters through DM-side events or just supported roleplay.
A NOTE FOR PLAYERS: It is your RIGHT to have your personal story developed on Dark Hour. Though we cannot promise that it will all be done at once, you are always allowed to ask Dungeon Masters for this.
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