Notify Message
Page 1
#12816742 Oct 29, 2016 at 05:11 PM · Edited 3 months ago
839 Posts

The various events that we run are part of the charm of the Silver Circle, and each of us have our own way of hosting events. This thread covers important rules and tips about how to start, organize and run an event so that more people can get involved and see their ideas come to life.

Creating events is one of the greatest rewards of being a role-player and Dungeon Master (DM). It’s a way to express yourself, designing fantastic locations and encounters with non-player characters (NPC) and monsters, traps, puzzles, and conflicts. When you design an event or campaign, you call the shots. You do things exactly the way you want to, but it’s important to remember you are in a pre-established universe, with established lore, and you are inviting other player characters to join you. To keep things simple and fun for everyone involved, members of the Silver Circle are asked to follow a few simple rules regarding events and campaigns.

If you are interested in hosting guild events in the Silver Circle, please read this guide and all the rules carefully.

The rules herein are to be respected and upheld by all members of the Silver Circle. Excluded from the rules are all OOC Events, Affiliate Events, or Allied Events shared from allied guilds!

I. No More than Four
The guild-wide limit of scheduled events per week is four. This total reflects Campaign, Path, and Casual events such as a fishing social or holiday event. All spontaneous events (unscheduled events) are excluded from this rule!

II. Slow Down, Bro (Event Limit)
To prevent burn out, the guild-wide limit of events held consecutively is two days in a row of any type (Campaign, path, casual). This means there must be at least one day of rest before and after the two events that are held consecutively, and if there is an event scheduled after a pair of back-to-back events the day between them must be left open.

III. Sharing Calendar Space is Caring
There is no individual limit to the number of events that one member can host per month, but try and limit it to four events per month or one campaign per month out of consideration for other potential hosts. Campaign hosts can also run additional events if relevant to their campaign.

IV. Scheduling and Advertising
We always advise that events be scheduled and advertised a few days in advance so that time permits more members to acknowledge the event that you will be hosting. Of course, the necessity for advanced notice depends entirely on the event in question. Below are our rules for event scheduling based on event type and minimal requirement.

  • Holiday Events - 2 weeks in advance
  • Campaign Events - 7 days in advance
  • IC Meeting Events - 7 days in advance
  • Path /or/ D20 Events - 2 days in advance
  • Casual Events - 2 days in advance
  • Affiliate/Community Events - 1 day in advance
  • OOC Events - 1 day in advance
All events must be scheduled both on the in-game calendar and on the guild website calendar.

V. Special Rule Notifications
Our D20 system is very malleable. For that reason, special rules can be added to it based on the desire of an event host. However, if you plan to host an event with a special rule-set, you are responsible making note of that when you schedule your event on the guild calendar. You should carefully explain the rule-set and how it will function prior to your event.

VI. Looonnnggg, Loooonnnngggg Events
Events that exceed 3 hours can be cumbersome and exhausting for many roleplayers. If you plan to host an event that you believe may exceed 3 hours, please try to be considerate and schedule your event for an earlier time block if possible, such as around 5:00pm (server), or alert participants at the start of your event that the event itself may exceed 3 hours. If, midway through your event, you realize it may exceed 3 hours, please alert the participants of this. Remember: no player is obligated to commit to the full length of the event if they are unable to. Always assure your participants that it's okay for them to leave early if they must, and try to work with them OOC to find witty exits for their characters IC.

VII. Signing up to Host a Campaign
All campaigns must be approved by the leadership team prior to scheduling. If you wish to sign up to host a campaign you will need a complete outline of your plot with rough ideas for each event, and you must sign up using our Campaign Queue.

VIII. Breaks after Large Campaigns
On average our campaigns do not last more than one month and can be scheduled back to back so long as they last within the month (or < 7 events). However, larger campaigns that exceed two months time (or 8+ events) should be followed by a rest period of at least three weeks in which no other campaigns may begin. All other event types can still be held during this rest period. This applies only to campaigns.

IX. Cancelling and Rescheduling Events
Out of an abundance of consideration to members and allies, we ask that hosts who must cancel their events take the necessary steps to notify our members and allies of said cancellation no later than the morning-of the event. In the event of emergencies when this rule cannot be met, we ask that you notify an Officer as soon as possible so participants can be notified.

X. Abide by the Guild Roleplay Rules
Members are not permitted to break any of our Roleplay Rules in any events they host for the guild. Be sure to review the Roleplay Rules prior to hosting events. If you are unsure about something in the lore, please bring your questions to the Guardians or Officers.

Like every story, a typical event or campaign has a beginning, a middle, and an end.

Begin with a hook to get the players interested. A good adventure hook piques the interest of the players and provides a compelling reason for their characters to become involved. The middle of an event or campaign is where the bulk of the story unfolds. With each new challenge, the players make important choices that have a clear effect on the conclusion of the story.
Tip: Remember that the characters are the heroes of the story. Never let them become mere spectators, watching as events unfold around them that they can’t influence.
The ending encompasses the climax – the scene or encounter in which the tension building throughout the event reaches its peak. The outcome, which hinges on the characters’ actions and decisions, should never be a forgone conclusion.
Tip: An ending needn’t tie everything up in a neat bow. Story threads can be left hanging, waiting to be resolved in a new event or campaign later on.

Consider Details
Keep your events realistic for you and the players. Refrain from creating events that are too massive for you to handle, and avoid stretching the lore too far and making lore-abiding players uncomfortable.

Ask yourself these questions when planning an event or campaign:
1. How does the event or campaign start and end?
2. Who is involved, and how do players get involved?
3. What do the players have to do to succeed?
4. How does everyone have fun?
5. How do I spread the word about this story to help get it started?
6. Will you use a D20 system or will your event be freestyle role-play?

Remember that everyone involved must have a positive experience, or they won’t want to be involved again. This is especially the case when doing PvP events.

Spontaneous vs. Planned Events
Spontaneous events are often improvisational on the part of the DM, but still require objectives and ways to succeed and fail to keep things interesting. Spontaneous events typically begin with casual role-play and are introduced with a hook, much like planned events. However, spontaneous events do not need to be scheduled as “guild” events on the guild calendar. They can start anytime the host is ready with a simple call to role-play.

Spontaneous events are a fantastic alternative for people interested in progressing their path tasks without having to schedule an organized or planned event.

⦁ When DMing, be sure to read every post. Don't overlook details or attempts made by your event participants!

⦁ Use /whisper and /raid if necessary to arrange things.

⦁ Stick to the plan, but improvise when necessary.

⦁ Be flexible when things go wrong.

⦁ Try to avoid having to reschedule the event, if it can be helped.

⦁ Some of the best events occur with only 2-3 people, so never be disheartened when you don't have 5+ in attendance. Use the benefit of small numbers to make your event more detailed and intimate for your small party!

⦁ When you're just starting out hosting events, it's important to be open to friendly criticism. Criticism is a tool for you to use to hone your DMing skills. You should always ask for feedback.

⦁ Not every event is going to be good. Sometimes you'll host a flop, and that's okay. We've all experienced spurts of awkward role-play, or periods of time when we're suffering from RP-Block but we're struggling through it. It's okay if this happens. Take a deep breath, accept the feedback you get, and take heart in your continued effort.

⦁ Keep doing it: the next event is always better... no matter how many you have run.

⦁ Remember to give people time to "land" after the event. This can take up to an hour - so consider this when you set a time frame for the event.

⦁ Try to keep events less than 3 hours long. Lengthy events are another cause for burn out!

⦁ START ON TIME!! Starting events late is unfair for those who arrived on-time, but have a limited amount of time to participate.
Page 1