Post by Elf King Fyrn on Jul 3, 2013 17:37:41 GMT
Role-play Information
We take roleplaying (RP) very seriously on this server, and there are some slightly radical expectations that the staff has of you. Most servers consider RP to be a simple acting game where you pose as a self-constructed player in chat. We take this to a whole new level by trying to make Minecraft as realistic as possible, while keeping major game mechanics normal. Based on your race and your job, different restrictions and requirements may be imposed on you to maintain a proper role-play setting. Further elaboration is below.
Restrictions
In trying to keep the server as reflective of real life as possible, you will be restricted from teleporting places. This means you will not be able to use /tpa, /tphere, /home, or /warp. These restrictions are set in place to keep people from teleporting to places during war, and is also meant to enhance the RP that we have set up by encouraging people to walk (or sprint) to get where they want to go.
Jobs
The main contrast with this server compared to other RP servers is the addition of jobs. Each player is required to have a job, even if they don't live in an actual city, to provide for their needs. Depending on your job, you will only be allowed to work in that job setting. To demonstrate, we will use the generic Norm Smith as our model. Mr. Smith is a human blacksmith; he smelts ores and crafts them into tools, weapons, armor, whatever metallic goods are needed. Let's say Norm needs a stack of iron ore from the mines to complete the orders racked up at his shop. Norm can not go to the mines and dig up some ore to use. That is a BIG no-no. But what Norm can do is make a request to his friend Joe Miller, the miner, to dig up some ore for him. Now what if Norm needs some wheat to bake bread for himself? He doesn't feel like traveling 200 meters north of his village to get wheat from the farmer, so what can he do? Norm could give up his laziness and go to the farmer anyway, but the simpler solution is to plant a garden in his backyard so he can get some food for himself. Why does Norm have to get ores from the miners to make his tools, but he doesn't have to walk to the farmer's fields to get wheat? This has to do with medieval society around 1200 AD. While everyone had certain jobs that they had to stick to, some exceptions were allowed. Most people had a small flock of sheep for mutton in the winter, and many had a garden to plant basic crops for their needs. This is true in all the Realms of Ectoria, and makes things far more interesting in terms of player commerce. Standard jobs and their descriptions are listed below. Primary jobs are jobs that every person is required to choose from; secondary jobs are optional if looking for further income. You may not acquire a secondary job without first having a primary job.
Primary Jobs
Baker: Buys ingredients from farmer and bakes bread and cakes to sell to other residents or traders.
Blacksmith: Smelts ores from miner and crafts weapons, armor, and tools to sell to other residents or traders.
Butcher: Buys meat from farmer to cure and grill it. Sells goods to other residents or traders.
Carpenter: Chops wood in forested areas and sells logs and wooden materials/goods to other residents or traders.
Equerry: Tames, breeds, and cares for horses. Sells horses to other residents or traders.
Farmer: Farms all types of crops and animals (excluding sheep) and sells the raw product to other residents or traders.
Fletcher: Buys materials from carpenter, miner, shepherd and farmer to make arrows and bows to sell to other residents or traders.
Glassblower: Crafts glass panes, blocks, and bottles by digging and smelting sand. Sells goods to other residents or traders.
Miner: Mines stone and ores from the city mine; sells raw ores to the blacksmith and stone to the stonemason.
Shipwright: Builds seaborne vessels to sell to the military or traders.
Shepherd: Raises sheep and shears them for wool; sells goods to other residents or traders. Is allowed to gather all required dyes without restriction, with the exception of mined pigments.
Stonemason: Buys stone from miners to craft stone products. Sells goods to other residents or traders.
Surveyor: Maps locations across the world and sells them to traders and/or travelers for navigational purposes.
Tanner: Buys leather from farmer to craft "clothes" (dyed leather armor); sells goods to other residents or traders. Is allowed to gather all required dyes without restriction, with the exception of mined pigments.
Architect: Employed by the lord of the city to design and construct buildings.
Banker: Manages banking facilities throughout the city to serve as a storage space for gold and items. Banking slots are limited, and may vary depending on the banker.
Bartender: Manages taverns and sells drinks to commoners. Beverage prices may vary depending on the tavern.
Innkeeper: Manages inns to offer hospice to weary travelers. Rent prices may vary depending on the innkeeper.
Merchant: Sails across the sea to sell merchandise to cities or other players. Also takes charge of ships and sails them across the sea to other continents for faster transportation. Travelers aboard the ship are charged varying amounts of gold depending on the sailor.
Soldier: Guards the city and earns varying amounts of gold per week depending on the town's leader.
We take roleplaying (RP) very seriously on this server, and there are some slightly radical expectations that the staff has of you. Most servers consider RP to be a simple acting game where you pose as a self-constructed player in chat. We take this to a whole new level by trying to make Minecraft as realistic as possible, while keeping major game mechanics normal. Based on your race and your job, different restrictions and requirements may be imposed on you to maintain a proper role-play setting. Further elaboration is below.
Restrictions
In trying to keep the server as reflective of real life as possible, you will be restricted from teleporting places. This means you will not be able to use /tpa, /tphere, /home, or /warp. These restrictions are set in place to keep people from teleporting to places during war, and is also meant to enhance the RP that we have set up by encouraging people to walk (or sprint) to get where they want to go.
Jobs
The main contrast with this server compared to other RP servers is the addition of jobs. Each player is required to have a job, even if they don't live in an actual city, to provide for their needs. Depending on your job, you will only be allowed to work in that job setting. To demonstrate, we will use the generic Norm Smith as our model. Mr. Smith is a human blacksmith; he smelts ores and crafts them into tools, weapons, armor, whatever metallic goods are needed. Let's say Norm needs a stack of iron ore from the mines to complete the orders racked up at his shop. Norm can not go to the mines and dig up some ore to use. That is a BIG no-no. But what Norm can do is make a request to his friend Joe Miller, the miner, to dig up some ore for him. Now what if Norm needs some wheat to bake bread for himself? He doesn't feel like traveling 200 meters north of his village to get wheat from the farmer, so what can he do? Norm could give up his laziness and go to the farmer anyway, but the simpler solution is to plant a garden in his backyard so he can get some food for himself. Why does Norm have to get ores from the miners to make his tools, but he doesn't have to walk to the farmer's fields to get wheat? This has to do with medieval society around 1200 AD. While everyone had certain jobs that they had to stick to, some exceptions were allowed. Most people had a small flock of sheep for mutton in the winter, and many had a garden to plant basic crops for their needs. This is true in all the Realms of Ectoria, and makes things far more interesting in terms of player commerce. Standard jobs and their descriptions are listed below. Primary jobs are jobs that every person is required to choose from; secondary jobs are optional if looking for further income. You may not acquire a secondary job without first having a primary job.
Primary Jobs
Apothecary: Brews potions and sells them to other residents, the military, or traders. Is allowed to gather all required ingredients without restriction, so long as other players ready to sell them have not gathered them already.
Baker: Buys ingredients from farmer and bakes bread and cakes to sell to other residents or traders.
Blacksmith: Smelts ores from miner and crafts weapons, armor, and tools to sell to other residents or traders.
Butcher: Buys meat from farmer to cure and grill it. Sells goods to other residents or traders.
Carpenter: Chops wood in forested areas and sells logs and wooden materials/goods to other residents or traders.
Equerry: Tames, breeds, and cares for horses. Sells horses to other residents or traders.
Farmer: Farms all types of crops and animals (excluding sheep) and sells the raw product to other residents or traders.
Fletcher: Buys materials from carpenter, miner, shepherd and farmer to make arrows and bows to sell to other residents or traders.
Glassblower: Crafts glass panes, blocks, and bottles by digging and smelting sand. Sells goods to other residents or traders.
Miner: Mines stone and ores from the city mine; sells raw ores to the blacksmith and stone to the stonemason.
Shipwright: Builds seaborne vessels to sell to the military or traders.
Shepherd: Raises sheep and shears them for wool; sells goods to other residents or traders. Is allowed to gather all required dyes without restriction, with the exception of mined pigments.
Stonemason: Buys stone from miners to craft stone products. Sells goods to other residents or traders.
Surveyor: Maps locations across the world and sells them to traders and/or travelers for navigational purposes.
Tanner: Buys leather from farmer to craft "clothes" (dyed leather armor); sells goods to other residents or traders. Is allowed to gather all required dyes without restriction, with the exception of mined pigments.
Secondary Jobs
Architect: Employed by the lord of the city to design and construct buildings.
Banker: Manages banking facilities throughout the city to serve as a storage space for gold and items. Banking slots are limited, and may vary depending on the banker.
Bartender: Manages taverns and sells drinks to commoners. Beverage prices may vary depending on the tavern.
Innkeeper: Manages inns to offer hospice to weary travelers. Rent prices may vary depending on the innkeeper.
Merchant: Sails across the sea to sell merchandise to cities or other players. Also takes charge of ships and sails them across the sea to other continents for faster transportation. Travelers aboard the ship are charged varying amounts of gold depending on the sailor.
Soldier: Guards the city and earns varying amounts of gold per week depending on the town's leader.