The game The Guild of Adventurers is a play by e-mail role-playing system.
It uses a series of mailing lists and web sites.
Players take the role of a character within a world generated by the Games Master, they fight battles, solve tasks, interact with other players and they may set their own goals and ambitions within the world.
There are two phases to the game, these are the strategic and tactical phases.
Each party in the game will have it’s own list and the players are free to use this at anytime providing the correct format of mail is used.
The format should be as follows.
Characters name:
Time the message was sent:
(Note: This is real time, the GM controls game time and the GM will fit messages into the game time)
Text:
This format needs to be followed rigidly so that the GM can run the game smoothly.
The GM will mail information to the lists as the game goes on, this would include addresses of the web sites with the room descriptions, simple information such as: -
“You are in a corridor you may go left or right”
Will appear on the mailing list not at web sites.
Remember just because you have visited a room before does not mean it will be the same every time, so if a web site address appears on the list check it out.
When an event happens that involves combat the game will automatically switch to the tactical phase.
When the tactical phase is complete the game reverts to the strategic phase.
The tactical phase differs from the strategic phase in that more happens in the same time, although this will not be apparent to the players.
The players will know that the game has switched to the tactical phase because a warning will appear on their list. In the shape of: -
Warning game is now in tactical mode; any mails to this list will be counted as a pass action.
Remember the GM will have access to the players e-mail account for the game and will monitor it during the tactical phase to ensure no cheating.
The tactical phase will also involve the GM contacting players directly and again what information the GM passes on can not be passed to others unless the player takes a pass action and mails it to the list.
The GM will issue a warning at the completion of the tactical phase. In the shape of: -
Warning tactical phase complete, strategic phase now in operation.
There are a number of terms that are used within the tactical phase for combat, these also appear on the Character Generation Form and therefore require a brief explanation to their meaning.
They are known within the game as Combat Options.
The character may make an attack an opponent if he is adjacent to that character.
He can move up to 5 Feet, but must stay adjacent to that character. I.e. he can attempt to move around that character.
He can change facing prior to attempting to attack.
He can not move or change facing after he has made his attack.
If a character is within 5 Feet of an opponent he may move up to 5 Feet but must remain adjacent to that character. I.e. he can attempt to move around the opponent.
The character can change facing to the left or to the right whilst evading.
If a melee attack is attempted on an evading character, which is skilled with his weapon, the defender may be able to parry or riposte.
Note: A character who is evading receives defensive benefits versus melee and ranged attacks.
If the character is adjacent to a hostile figure he may withdraw directly backwards 5 Feet but can not change facing.
While withdrawing the character may adopt one of two postures.
Offensive withdrawal – This allows the character to attempt to strike his opponent before executing the withdrawal, although his chances of successfully hitting his target are greatly reduced.
Defensive withdrawal – This can only be carried out if the character has a prepared shield. Whilst in this posture, he can interpose his shield between himself and any attack. This improves his defensive and makes it harder for an opponent to strike him.
A character that is close combat and wishes to make a withdrawal must first attempt to break contact. If the character succeeds in breaking contact can withdraw move to a position adjacent to his opponent and will be prone.
If the character is adjacent to an opponent he may move 5 feet and change facing whilst carrying out the pass action. He must remain adjacent whilst making the move.
If the character is not adjacent to an opponent then he may move up to 10 Feet and change facing whilst carrying out a pass action.
A pass action is a generic term for any non-attacking action. Typical pass actions include – preparing a item, preparing a weapon, picking up a dropped weapon, putting an item or weapon away, mounting or dismounting a riding beast, loading a missile, dropping to one knee, going prone or rising up.
Only one action may be attempted during a pass action.
If the character is adjacent to a hostile character he cannot move or change facing, and if attacked and he loses concentration he may fail to carry out the task.
If the character is not adjacent to a hostile figure, he may change facing after the spell is cast.
A character in close combat can not cast a spell, but can activate any talent magic he may have.
If the character who wishes to close and grapple is adjacent to his opponent, the defender can attempt to repulse the attack. If the defender fails his attempt at repulsing the attacker the attacker closes and grapples.
If the character that wishes to close and grapple is not adjacent to his target the defender can not attempt a repulse and the attacker can immediately close and grapple.
Note: Any character who enters close combat must drop any prepared shield and any prepared weapon not rated for close combat.
A grapple attack is a type of melee attack it can only be used in close combat and the only weapon available are those that are rated for close combat.
A retreat action involves the character moving backwards 10 feet whilst still remaining facing forwards.
Any permitted movement that leaves the character adjacent to an opponent and capable of carrying out a melee attack is called a charge, some weapons have a minus to hit when carrying out a charge, others gain a benefit.
Firing a missile weapon, using a thrown weapon or loosing a spell are all fire actions.
A character can neither move nor change facings at the same time as carrying out this action except for two occasions.
1. Once a crossbow is prepared and loaded, a character can carry it around and fire whenever he wants. In this instance a maximum of 10 feet can be moved prior to or after firing is carried out.
2. If a character is flying or riding a flying creature and has both hands free and is not out of fatigue, then he or his mount can move up to ½ of his or his mounts TMR and attempt to cast his spell prior to, during or after movement.
The term TMR comes up frequently and is an abbreviation for Tactical Movement Rate.
The characters TMR is given to them in their character report when the GM first generates the character.
It defines the distance a character can move in combat in feet.
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Find out how magic works in the game
Find out about generating a character
Fill out the character generation form