Players in the Qaiyore game can use this form to submit actions. The form will be sent to the old GM at kimril@bigfoot.com, NOT to me at anowack@juno.com . When submitting actions, remember to keep track of how many you have sent. You normally only have 4 actions to spend. At the bottom of the page you can find some help for filling out the form. Just press the link on the relevant form item and it'll take you right there.
Personally, I think posting the actions either to celandra-qaiyore@phoenyx.net or myself directly gives greater scope for creativity, as you can write a short story around the actions. However, this page is useful as a guide.
The original version of this page was created for the Elyria game by Juha 'Juuso' Vesanto.
Select your own society. Remember that you represent the whole society. While your prime player is probably the ruling agency, you may throw in other persons and organizations. If for no other reason, then to give some local colour.
Actions are either tactical or strategic and they are either internal or external in nature. The type of action should also be specified using the drop down. The actor is the ruling agency or key element initiating the action.
A oneline specifier for the action (freeform) should be a short description. For strategic actions, specify the total number of years you estimate the action will take, and which of those years this is (e.g. 2/3 means the second year in a three-year long strategic action.)
The weight tells how much time and effort you spend on it: there's a +1 bonus for double action, +1 or +2 bonus for triple and quadrable actions, -1 for an extra action, -2 for the second extra and so on. The normal number of actions is 4. A maximum of 4 extra actions may be taken, but remember these will diminish the likelihood of success for all actions.
The secret choices allow you to choose whether you want the action kept secret from other players and the Chronicles, the result kept secret, or both.
The primary way you approach the problem. For each action there are several possibilities, some more efficient than others. Here is a list of typical primary choices:
Influence | Primary determinant for tasks where manipulation and persuasion are needed. |
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Authority | Primary determinant if you want to do something that is within your legitimite power. Not as effective as Power, but much safer. |
Consent | Primary determinant for negotiations and situation where widespread trust in you is required. Positive consent cushions from negative reactions. |
Relations | Something like consent in relation to other societies, but stabler. Can be used to approximate the level of power and authority in other societies as well. |
Military force | Primary determinant in cases where military strength in required: raids, crushing rebellions, wars, also defensive actions. May easily have highly negative reaction modifier. |
Military size | Primary determinant in keeping the population in check, and defensing borders etc. Less aggressive and active use of military than Force. |
Craft | Primary determinant for actions requiring the creation of products |
Resources | Primary determinant for actions requiring large amounts of people, workforce, goods, equipment or effort. Actions requiring resources may run moderate level of task difficulity. |
Exploitation | Primary determinant when it comes to making use of existing resources, ie. efficiency. |
Trade | Primary determinant when dealing with the flow of goods and information, or when determining the availability of different kinds of resources, or the general economic power/efficiency of the society. |
Wealth | Primary determinant when dealing with situation requiring large amounts of money. Typically represents the wealth of the ruling agency / ruling class, as well as the general wealth of the nation. |
Religion (or subdeterminant of) | Primary determinant when dealing with the power/presence/effect of religion. |
Arts | as religion but covers fine arts and crafts |
Scholastics | as religion but covers knowledge, civilization, law |
Magic | as religion but covers magic |
Task modifiers represent the factors that are relevant with respect to the success of the task itself. Most important of these is the task difficulity which is selected from the list of available options. With regards to other possible modifiers you can consider at least the following factors:
Also subdeterminants, special personas or special situations may effect the task.
Task success governs the success of the task, or the primary objective, itself. Success (or failure) in the task will in itself have no side effects, but does effect the public reaction.
Reaction modifiers represent the factors that are relevant with respect to the reaction of the people. The selection box lets you select a task description that best describes your action in terms of public reaction:
The actual modifiers will be partially based on the action type above, but consider also the following factors:
Reaction determines the overall success of the action and directly governs side effects (effects other than those directly caused by task success). Note that the task success/failure will have big effects on the reaction.
The action form is not complete until you fill out an overall description of the action. You can leave all the other fields unfilled if you describe the action carefully.
What is done, how it is done, what is the objective, who are the opponents and what factors will have impact on the outcome. If you have left some other fields empty or vague ("other") here is the place to tell what did you mean by them.