BoredBrit
Bored Brit
BoredBritishGuy
Legend
The Bjorven
Introduction:
Many of you will remember hearing about Piratep00f 's colony RP back in the Eventine region. Well, Lirakitty , SirLuamTehDoge and I have all decided to give it a go, we have our own region for it {+} and will be starting a norse inspired settlement through full RP. To join we'd prefer you make a new character that fits this new 'culture' we are making. This is to allow us to keep a level base of what we are building and the same sort of goals to strive for. To prevent meta, alot of our current backstory has been redacted and will be given to those who apply and we trust to play a character for this colony. However, other ways of joining will become available in time. So far Bjorvik and the Bjorven are unknown to all. This said, in the post below there will be a rather brief overview of what we are looking for and intend to do with this colony.
Rules:
These are the rules that you'll need to keep in mind and follow when you're on the farmstead. If you don't like these rules, then this style rp might not be the right thing for you. Disregarding these rules will end up in removing your perms to build in the Bay.
--> The goal is to enjoy the process of achieving a set safe settlement, so we'll try and stay as primitive as long as possible. This means you won't be able to bring many resources and you'll have to gather resources in the area as much as possible. (should you find something and you need an IG item for it, you are free to get that from your bank/enderchest/pocket, and name it)
--> Every action performed will take more time than usually, but won't be as slow as real life.
--> For every action you like to perform, you must keep fatigue in mind: You'll get tired after cutting down two trees and need to relax for a few seconds before proceeding.
--> Every action in roleplay must be emoted: You'll /ch rp and use ** for the thing your character does.
--> Day and Night time in Altera are already longer than normal MineCraft. During the day you can perform all manner of things you'd normally do. During the night, you either stay indoors, around a fire, or do other nightly activities. (like stealing, patrolling, staying on watch, sleeping, making plans for the next day, etc.)
--> Stashes: a stash is a pile of materials. In normal Minecraft, you can fill a chest with masses of a certain material, which is not realistic at all. In this region, you place 1 block of the material in the chest, for each 5 blocks in the chest. In the picture below, you can see a stash of 5 blocks of planks. This means there can be up to 25 blocks of planks in the chest below. The bigger the stash, the more blocks you can put in the chest. The blocks are put into the chest in sets of 5 per square, instead of the normal max of 64 per square.
--> Carrying: the main rule is that you can carry 5 blocks of raw material or 10 blocks of processed material when performing an activity. However, this rule is not as strict as the other rules above. When performing a particular activity, the rule is very strict. But if you are patrolling and you happen to still have 5 logs and 40 planks in your inventory, by accident. There is no problem. This rule is in place so you have a guideline on what your character can carry. Do you have a small halfling as character, you might be able to carry less, and a strong earthspawn could carry more.
--> When you log out, you are free to choose to place a sign where you fell asleep or whatever reason there is why you're not at the camp.
Rules considering Activities:
Some activities are bound to a set of rules.
Things that are not named in the rules are free for own interpretation.
--> When chopping down a tree:
|---> You cut away all the logs from the ooc tree
|---> You leave the stump of the tree to uproot later on.
|---> You place some logs on the ground, creating a fallen tree.
|---> You take the time to chop pieces out of the tree you just created.
|---> Each set of 5 logs requires one man/woman to carry to a new position / chest. (can't carry more than 5 logs in inventory ICly.)
|---> Once the fallen tree is removed according to FR-RP you can create a stash.
--> When constructing:
|---> Make a plan for what you intend to build by writing something about it in a vanilla book. You may use one book for multiple plans. (fencing, walls and other simple builds do not need a plan) You are free to add a link to a screen shot of the build you have in mind, or a picture that
resembles it, if writing a description of it gets too difficult.
|---> Create separate stashes of the materials you intend to use for your build at the building site or let someone create them for you.
|---> Start your construction with the foundations, use makeshift ladders and build scaffolding for to build parts higher up, where you'd normally just jump up the wall.
|---> Use common sense and laws of gravity when building, if you do not support your roof when you build up, it'll collapse.
--> When mining:
|---> You can mine 10 blocks total per part of day: morning, noon, afternoon. This means if you rest enough between the day parts, you can mine 30 blocks a day. You cannot mine in the evening or night.
|---> You need to place support beams (unprocessed logs in combination with fences) every 5-10
blocks you dig in any direction.
|---> It's no use to make a diamond pickaxe, mining goes very slow. Instead, to create the right feel, use a wooden pickaxe: It's closer to the mining speed you'd have and requires constant maintenance and repairs.
--> When farming:
|---> You need to somehow collect seeds, either from the wilderness or bring some with you.
|---> You are free to create any plant that would normally grow in the conditions that Bjorvik is in!
|---> Plants grow in stages. Use an IRL day for each stage. You start off with making the ground ready and planting a sapling (sign)
The next step is to add a stage per day (with faster growing plants you can add a stage in your IRL morning as well as your IRL evening)
And so on, until you are satisfied with the shape your plant has taken so it is fully grown.
|---> In the end, when your plant is fully grown, you may pick an item you like its fruit/loot to be.
Then name this item (for instance a vine that is called "Hop" when you like hops for to brew beer).
Then place an item frame somewhere on you plant and place the hop in it at any time, so you can
ICly harvest them at set times, determined by your common sense.
--> When ... <more to come, per request>
Rules considering Rolling dice for RP actions:
Roleplay here consists of an important part of chance. There are different kinds of actions with different kinds of rolls. The rules below are guidelines. If you forget to add modifiers, it's no disaster. However, these rules should be kept in mind when roleplaying and are the following:
--> Individual RP: This is the roll you use when your action affects only yourself or surroundings, can be done in groups: You choose an action you wish to perform and follow up with a /roll d20.
From the outcome of this roll, you decide what happens in RP. This way there's a bit of chance, but in the end you are the one controlling the severity of it.
--> Joint RP: This is the roll you use when you perform an action together. For instance, you're
trying to uproot a bush and your both pulling at it. Everyone involved with the action rolls a d20. The rolls are summarized. The sum of the rolls determines the outcome. Since you're performing the action together, there is a higher chance of success.
--> Dungeon Master RP: This is roleplay that is initiated by the DM. In this case, the DM will tell you when to roll. You roll as indicated by the DM and the DM will determine what happens with the outcome of your roll. There's more surprise elements to this kind of rp than the previous ones.
--> Profession RP: This is the roll you use when you perform an action that your character is
specialized in. For instance a cook cooking food or a hunter taking a shot at a deer. You emote your action, after which you follow it up with a /roll d20+5. You'll get a bonus 5 points to your roll, because your character is skilled at the thing he/she does. This also counts for certain spots within Bjorvik. If you are roleplaying at a site with roll modifiers, signs will indicate it. For instance: a kitchen will have a sign at the stove indicating you can roll +5 for when you're attempting to cook. If your character is already a cook, this means you'll roll +10. This makes the RP more realistic, since a noob would have more chance of burning his food than a proper cook would.
--> Wound RP: This is the roll you use when you perform an action while being wounded, dizzy, sleepy, sick, weak, etc. You emote an action, followed up by a /roll d20-1 or minus another number, increasing with the negative effects you're having.
--> Special Event RP: At times, the effort of the colonists is rewarded with special
event rp. This happens for instance when some colonists used all day to gather materials to build, or worked their land all day, or used a big part of their time for something special. In this case, they may add modifiers to their rolls, since they prepared well enough to have more chance of success.
Rules considering Joining and Leaving the region:
--> You can join any time by taking the small boat from the dockmaster. However, this means you can only carry a few stuff (as indicated by the "quick-join form".)
--> You can join once every IRL week on a big boat, which allows for more supplies. (As indicated by the "big-boat form")
--> You can be kicked out of the settlement if you continue to break the above set rules.
--> You can't leave the bay without an IC reason, such as a secondary boat or lots of travel time in preperation.
--> You cannot live in Bjorvik as well as in some other town or village.
--> You can leave at any time, if you think the rp is not what you thought it would be.
Ideas/Goals:
>Create a new flavour and style of RP.
>Start a flourishing settlement through RP means.
>Have fun with friends.
Screenshots:
We'll place any enjoyable screenshots taken by us or those RPing with us here.
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