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		<title><![CDATA[House Horuset - GMing Tools]]></title>
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		<description><![CDATA[House Horuset - https://www.horuset.com]]></description>
		<pubDate>Sat, 09 May 2026 17:29:49 +0000</pubDate>
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			<title><![CDATA[How Do I Engage With A War Front?]]></title>
			<link>https://www.horuset.com/showthread.php?tid=1460</link>
			<pubDate>Wed, 17 Dec 2025 20:23:56 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.horuset.com/member.php?action=profile&uid=132">Qailân Mharn</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.horuset.com/showthread.php?tid=1460</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-size:xx-large"><span style="color: #e82a1f;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">How Do I Engage With A War Front?</span></span></span></div>
<hr class="mycode_hr" />
<div style="text-align: center;" class="mycode_align"><img src="https://i.ibb.co/B5ZvCtFb/01405563738313eea45d95d72f76e1d4.png" loading="lazy"  alt="[Image: 01405563738313eea45d95d72f76e1d4.png]" class="mycode_img" /></div>
<hr class="mycode_hr" />
<br />
War Fronts are designed to be <span style="font-weight: bold;" class="mycode_b">interactive, flexible, and player-driven</span>. There is no single “correct” way to engage with one; instead, they respond to the initiatives, decisions, and actions taken by characters and spheres over time.<br />
<br />
If you’re wondering <span style="font-style: italic;" class="mycode_i">“What am I actually meant to do?” -</span> this page is for you.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u"><span style="color: #e82a1f;" class="mycode_color">The Short Answer:</span></span></span><br />
<br />
If your character can reasonably take an action that would affect an ongoing conflict, <span style="font-weight: bold;" class="mycode_b">you can engage with a War Front</span>.<br />
<br />
That action might be:<br />
<ul class="mycode_list"><li>Strategic<br />
</li>
<li>Investigative<br />
</li>
<li>Political<br />
</li>
<li>Logistical<br />
</li>
<li>Ideological<br />
</li>
<li>Violent<br />
</li>
</ul>
If it meaningfully touches the situation, it counts.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u"><span style="color: #e82a1f;" class="mycode_color">Ways You Can Engage:</span></span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">1. IC Decisions &amp; Leadership Actions</span><br />
<br />
If your character holds authority; formally or informally.  you can:<br />
<ul class="mycode_list"><li>Issue orders<br />
</li>
<li>Delegate tasks<br />
</li>
<li>Demand action from subordinates<br />
</li>
<li>Shift priorities or posture<br />
</li>
<li>Take responsibility for a theatre or problem<br />
</li>
</ul>
These can be done through:<br />
<ul class="mycode_list"><li>IC posts<br />
</li>
<li>Sphere channels<br />
</li>
<li>Direct RP with other characters<br />
</li>
<li>Tickets (to flag intent or request GM response)<br />
<br />
</li>
</ul>
You do <span style="font-weight: bold;" class="mycode_b">not</span> need to wait for permission to make IC decisions. GMs will respond to what you do, based on what info you are acting on, what assets you're utilizing and so on.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">2. Sphere-Led Initiatives</span><br />
<br />
Spheres are encouraged to act within their remit, including:<br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Insight</span>: intelligence gathering, analysis, counterintelligence<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Doctrine</span>: ideological pressure, Jedi interference, morale, legitimacy<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Resurgence</span>: supply lines, logistics, influence, economic pressure<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Advancement</span>: technology deployment, experimentation, specialist assets<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">War</span>: force posture, scouting, strikes, deployments, escalation<br />
</li>
</ul>
You can propose ops, RP actions, or long-term plays; GMs will take outcomes into account when progressing the War Front.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">3. Ops Ideas</span><br />
<br />
Story progress or engagement does <span style="font-weight: bold;" class="mycode_b">not </span>need to be in the form of massive guild events. A strength of War Fronts is that it is trying to place importance on the smaller elements of engagement. <br />
<br />
Small ops are often ideal:<br />
<ul class="mycode_list"><li>Recon missions<br />
</li>
<li>Interdictions<br />
</li>
<li>Investigations<br />
</li>
<li>Raids<br />
</li>
<li>Escorts<br />
</li>
<li>Sabotage<br />
</li>
</ul>
If an op touches the War Front, its success or failure will matter.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">4. Tickets (OOC Coordination)</span><br />
<br />
Tickets are welcome for:<br />
<ul class="mycode_list"><li>Proposing actions you don’t want to fully RP out<br />
</li>
<li>Clarifying scope or impact<br />
</li>
<li>Flagging intent/actions (“My character is going to attempt X”) <br />
</li>
<li>Asking whether an idea fits the current situation<br />
</li>
</ul>
<br />
Tickets help GMs respond accurately; they are not a barrier. Meme tickets are well-spirited, but ultimately not helpful!  <br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">GM Interaction &amp; Responses</span><br />
<br />
War Fronts are actively GM’d.<br />
<ul class="mycode_list"><li>GMs will <span style="font-weight: bold;" class="mycode_b">respond to actions</span>, not scripts<br />
</li>
<li>Outcomes will be shaped by what players do (or don’t do)<br />
</li>
<li>Sometimes GMs will approach specific characters or spheres directly<br />
<br />
</li>
</ul>
You do not need to “opt in” formally;  participation happens naturally through play.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Deadlines &amp; Urgency</span><br />
<br />
Some War Front moments will include <span style="font-weight: bold;" class="mycode_b">explicit deadlines</span>.<br />
<br />
These exist to:<br />
<ul class="mycode_list"><li>Create urgency<br />
</li>
<li>Simulate escalation<br />
</li>
<li>Keep the story moving<br />
</li>
</ul>
If you are given a deadline:<br />
<ul class="mycode_list"><li>Responding within it means your action is factored in<br />
</li>
<li>Not responding means events will progress without your input<br />
</li>
</ul>
If you are <span style="font-weight: bold;" class="mycode_b">not told</span> you have a deadline - you don’t have one.<br />
<br />
Deadlines will always be communicated clearly.<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Do I Need to Know Everything IC?</span><br />
<br />
No.<br />
<br />
If your character would logically be informed, the GMs, Pentarchs or Shatajirs will route that information.<br />
<br />
If you want to know more, <span style="font-weight: bold;" class="mycode_b">ask IC;</span> or poke your Pentarch/Shatajir OOC.<br />
<br />
Uncertainty and partial knowledge are intentional parts of the system.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">What War Fronts Are <span style="font-style: italic;" class="mycode_i">Not<br />
</span></span><br />
War Fronts are not:<br />
<ul class="mycode_list"><li>Months-long, rigid campaigns<br />
</li>
<li>A replacement for spontaneous RP<br />
</li>
<li>A single storyline everyone must engage with identically<br />
</li>
<li>Bureaucratic or permission-heavy systems<br />
</li>
</ul>
They exist to <span style="font-weight: bold;" class="mycode_b">connect actions</span>, not constrain them.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">In Summary</span><br />
<br />
Engaging with a War Front is about asking:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>“What would my character do in response to this situation?”</blockquote>
<br />
Then doing it.<br />
<br />
The world will answer back.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-size:xx-large"><span style="color: #e82a1f;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">How Do I Engage With A War Front?</span></span></span></div>
<hr class="mycode_hr" />
<div style="text-align: center;" class="mycode_align"><img src="https://i.ibb.co/B5ZvCtFb/01405563738313eea45d95d72f76e1d4.png" loading="lazy"  alt="[Image: 01405563738313eea45d95d72f76e1d4.png]" class="mycode_img" /></div>
<hr class="mycode_hr" />
<br />
War Fronts are designed to be <span style="font-weight: bold;" class="mycode_b">interactive, flexible, and player-driven</span>. There is no single “correct” way to engage with one; instead, they respond to the initiatives, decisions, and actions taken by characters and spheres over time.<br />
<br />
If you’re wondering <span style="font-style: italic;" class="mycode_i">“What am I actually meant to do?” -</span> this page is for you.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u"><span style="color: #e82a1f;" class="mycode_color">The Short Answer:</span></span></span><br />
<br />
If your character can reasonably take an action that would affect an ongoing conflict, <span style="font-weight: bold;" class="mycode_b">you can engage with a War Front</span>.<br />
<br />
That action might be:<br />
<ul class="mycode_list"><li>Strategic<br />
</li>
<li>Investigative<br />
</li>
<li>Political<br />
</li>
<li>Logistical<br />
</li>
<li>Ideological<br />
</li>
<li>Violent<br />
</li>
</ul>
If it meaningfully touches the situation, it counts.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u"><span style="color: #e82a1f;" class="mycode_color">Ways You Can Engage:</span></span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">1. IC Decisions &amp; Leadership Actions</span><br />
<br />
If your character holds authority; formally or informally.  you can:<br />
<ul class="mycode_list"><li>Issue orders<br />
</li>
<li>Delegate tasks<br />
</li>
<li>Demand action from subordinates<br />
</li>
<li>Shift priorities or posture<br />
</li>
<li>Take responsibility for a theatre or problem<br />
</li>
</ul>
These can be done through:<br />
<ul class="mycode_list"><li>IC posts<br />
</li>
<li>Sphere channels<br />
</li>
<li>Direct RP with other characters<br />
</li>
<li>Tickets (to flag intent or request GM response)<br />
<br />
</li>
</ul>
You do <span style="font-weight: bold;" class="mycode_b">not</span> need to wait for permission to make IC decisions. GMs will respond to what you do, based on what info you are acting on, what assets you're utilizing and so on.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">2. Sphere-Led Initiatives</span><br />
<br />
Spheres are encouraged to act within their remit, including:<br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Insight</span>: intelligence gathering, analysis, counterintelligence<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Doctrine</span>: ideological pressure, Jedi interference, morale, legitimacy<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Resurgence</span>: supply lines, logistics, influence, economic pressure<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Advancement</span>: technology deployment, experimentation, specialist assets<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">War</span>: force posture, scouting, strikes, deployments, escalation<br />
</li>
</ul>
You can propose ops, RP actions, or long-term plays; GMs will take outcomes into account when progressing the War Front.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">3. Ops Ideas</span><br />
<br />
Story progress or engagement does <span style="font-weight: bold;" class="mycode_b">not </span>need to be in the form of massive guild events. A strength of War Fronts is that it is trying to place importance on the smaller elements of engagement. <br />
<br />
Small ops are often ideal:<br />
<ul class="mycode_list"><li>Recon missions<br />
</li>
<li>Interdictions<br />
</li>
<li>Investigations<br />
</li>
<li>Raids<br />
</li>
<li>Escorts<br />
</li>
<li>Sabotage<br />
</li>
</ul>
If an op touches the War Front, its success or failure will matter.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">4. Tickets (OOC Coordination)</span><br />
<br />
Tickets are welcome for:<br />
<ul class="mycode_list"><li>Proposing actions you don’t want to fully RP out<br />
</li>
<li>Clarifying scope or impact<br />
</li>
<li>Flagging intent/actions (“My character is going to attempt X”) <br />
</li>
<li>Asking whether an idea fits the current situation<br />
</li>
</ul>
<br />
Tickets help GMs respond accurately; they are not a barrier. Meme tickets are well-spirited, but ultimately not helpful!  <br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">GM Interaction &amp; Responses</span><br />
<br />
War Fronts are actively GM’d.<br />
<ul class="mycode_list"><li>GMs will <span style="font-weight: bold;" class="mycode_b">respond to actions</span>, not scripts<br />
</li>
<li>Outcomes will be shaped by what players do (or don’t do)<br />
</li>
<li>Sometimes GMs will approach specific characters or spheres directly<br />
<br />
</li>
</ul>
You do not need to “opt in” formally;  participation happens naturally through play.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Deadlines &amp; Urgency</span><br />
<br />
Some War Front moments will include <span style="font-weight: bold;" class="mycode_b">explicit deadlines</span>.<br />
<br />
These exist to:<br />
<ul class="mycode_list"><li>Create urgency<br />
</li>
<li>Simulate escalation<br />
</li>
<li>Keep the story moving<br />
</li>
</ul>
If you are given a deadline:<br />
<ul class="mycode_list"><li>Responding within it means your action is factored in<br />
</li>
<li>Not responding means events will progress without your input<br />
</li>
</ul>
If you are <span style="font-weight: bold;" class="mycode_b">not told</span> you have a deadline - you don’t have one.<br />
<br />
Deadlines will always be communicated clearly.<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Do I Need to Know Everything IC?</span><br />
<br />
No.<br />
<br />
If your character would logically be informed, the GMs, Pentarchs or Shatajirs will route that information.<br />
<br />
If you want to know more, <span style="font-weight: bold;" class="mycode_b">ask IC;</span> or poke your Pentarch/Shatajir OOC.<br />
<br />
Uncertainty and partial knowledge are intentional parts of the system.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">What War Fronts Are <span style="font-style: italic;" class="mycode_i">Not<br />
</span></span><br />
War Fronts are not:<br />
<ul class="mycode_list"><li>Months-long, rigid campaigns<br />
</li>
<li>A replacement for spontaneous RP<br />
</li>
<li>A single storyline everyone must engage with identically<br />
</li>
<li>Bureaucratic or permission-heavy systems<br />
</li>
</ul>
They exist to <span style="font-weight: bold;" class="mycode_b">connect actions</span>, not constrain them.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">In Summary</span><br />
<br />
Engaging with a War Front is about asking:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>“What would my character do in response to this situation?”</blockquote>
<br />
Then doing it.<br />
<br />
The world will answer back.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[War Fronts]]></title>
			<link>https://www.horuset.com/showthread.php?tid=1430</link>
			<pubDate>Fri, 03 Oct 2025 12:11:33 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.horuset.com/member.php?action=profile&uid=132">Qailân Mharn</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.horuset.com/showthread.php?tid=1430</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-size:xx-large"><span style="color: #e82a1f;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">War Fronts</span></span></span><br />
<hr class="mycode_hr" /></div>
<div style="text-align: center;" class="mycode_align"><img src="https://i.ibb.co/xtTgGs7w/3a82d91b3a1a49cae901624133510ca2.jpg" loading="lazy"  alt="[Image: 3a82d91b3a1a49cae901624133510ca2.jpg]" class="mycode_img" /></div>
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u"><span style="color: #e82a1f;" class="mycode_color">What Are War Fronts?</span></span></span><br />
<br />
Our guild thrives on conflict, but much of that energy often turns inward. While infighting is enjoyable, it can sometimes feel like there’s little else to anchor us in the broader war. War Fronts are designed to change that.<br />
<br />
War Fronts are small, focused narrative arcs that give our members a dynamic theatre to fight in, opening space for all spheres to contribute in limited but meaningful ways. They are not sprawling, months-long campaigns; instead, they are concise storylines that last a few sessions, offering a sense of progression and consequence.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The aims are:</span><br />
<br />
<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Give members a consistent theatre to engage with over multiple sessions.</span><br />
</li>
<li>Create Sphere RP: (e.g., <span style="font-style: italic;" class="mycode_i">Insight</span> providing intelligence, <span style="font-style: italic;" class="mycode_i">Doctrine</span> addressing ideological resistance, <span style="font-style: italic;" class="mycode_i">Resurgence</span> supporting supply lines, Advancement supplying new tech to be tested and War; strategizing and deploying assets from their vast arsenal. The potential is somewhat, limitless).<br />
</li>
<li>Provide a framework that promotes more RP, more depth and ultimately more battles, strategy, and victories — while making those victories feel part of a living, interconnected galaxy.<br />
</li>
</ul>
<br />
<hr class="mycode_hr" />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><span style="color: #e82a1f;" class="mycode_color"><span style="font-size:medium">The Structure of War Fronts</span></span></span></span> <br />
<br />
<span style="font-size:small">War Fronts are built on a three-act narrative framework, designed to make RP feel like part of a living campaign rather than a disconnected set of events. Each “act” serves a clear purpose, with escalating stakes and opportunities for different spheres to interact.</span><br />
<br />
<span style="font-size:small">Think of it like telling a story together:</span><br />
<ul class="mycode_list"><li><span style="font-size:small">Act I (The Spark): The hook that sets the conflict in motion.</span><br />
</li>
<li><span style="font-size:small">Act II (The Struggle): Rising tension as factions prepare, manoeuvre, and clash in smaller ways.</span><br />
</li>
<li><span style="font-size:small">Act III (The Climax): The decisive confrontation that determines the outcome.</span><br />
</li>
</ul>
<br />
<span style="font-size:small">This structure gives members a natural progression of challenges while providing clear “entry points” for other spheres to get involved. By pacing things like a story, every War Front has a rhythm that keeps players engaged. </span><br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Example Scenario</span></span><br />
<br />
Republic forces push into <span style="font-weight: bold;" class="mycode_b">Nam’ta</span>, seeking to cut into the mines and mountain passes that fuel our war machine and open up a <span style="font-weight: bold;" class="mycode_b">War Front</span>. Jedi rally local resistance; saboteurs move to disrupt our grip.<br />
<br />
<span style="font-style: italic;" class="mycode_i">Three Phases:</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Phase I – Sparks</span><br />
<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Insight gets fed a tip that an SIS is present at location (a GM inciting event leads into an ops to go and neutralize/capture)</span><br />
</li>
<li>Captured SIS agent interrogation/information they possess reveals critical intel about a Republic advance in the sector, RP outside of an ops.<br />
</li>
<li>Follow-up ops/investigation confirm the information.<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Phase II – First Steps</span><br />
<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">War prepares to repel an assault on a mining site (Scouting ops, into RP strategy/planning + GM coordination about assets).</span><br />
</li>
<li><span style="font-style: italic;" class="mycode_i">Advancement supply specialist artillery that needs to be set up during out of ops RP or, if the GM is creative enough, throughout an ops!</span><br />
</li>
<li>Doctrine roots out sympathisers or undermines Jedi influence (ops that impact the finale).<br />
</li>
<li>Resurgence secures arms and supply lines, directly influencing what War can field. (ops)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Phase III – The Nam’ta Line</span><br />
<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Guild-scale event, in the style of Sith Andnoa's Uftre Two guild event. </span>Objective: hold the mountain passes against Republic forces.<br />
</li>
</ul>
<ul class="mycode_list"><li>Outcome shaped by earlier RP and ops: victories/shortfalls dynamically change enemy forces.<br />
 (e.g., if Doctrine successfully “put down” a Jedi, that Jedi is absent in the finale battle)<br />
</li>
</ul>
<br />
This is a reasonable plan that we would expect to see for a War Front. It provides conflict (the key driver of narrative), it provides clarity (no getting lost in the sauce) and it provides RP for all; because at the end of the day we're all here to <span style="text-decoration: underline;" class="mycode_u">collaboratively</span> tell stories!<br />
<hr class="mycode_hr" />
<br />
<div style="text-align: left;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u"><span style="color: #e82a1f;" class="mycode_color">Implementation</span></span></span></div>
<br />
People that want to run a War Front will volunteer to GM and propose a plan, with officer approval via the ticket system. They will in turn, approve or refine your plans, or point you in the direction of the planetary co-ordinator. They will also assess whether or not the proposed location for the War Front fits with the wider team narrative/lore position of said planets at that time, as well as approve any impacts the outcomes of such would have. <br />
<br />
GMs must have a fully formed plan of all phases at the outset, but they will be reminded that these are not intended to be burdensome, vast, “grand campaigns” that drains inspiration. It is simply a framework to consider providing roleplay across the powerbase. <br />
<br />
 The intent is <span style="font-style: italic;" class="mycode_i">interconnectedness</span>, and <span style="font-style: italic;" class="mycode_i">dynamism</span> not bureaucracy.<br />
<br />
<hr class="mycode_hr" />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u"><span style="color: #e82a1f;" class="mycode_color">Why This Works</span></span></span><br />
<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Keeps us doing external conflict as the primary driver of combat RP, rather than a million and one infights. </span><br />
</li>
<li>Provides spheres with controlled touchpoints to contribute without taking over.<br />
</li>
<li><span style="font-style: italic;" class="mycode_i">Builds a “campaign feel” that strengthens immersion and continuity.</span><br />
</li>
<li>Encourages natural IC collaboration, while respecting Pentarch boundaries.<br />
</li>
</ul>
<br />
<hr class="mycode_hr" />
<span style="font-style: italic;" class="mycode_i"><br />
More battles. More victories. More war.</span>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-size:xx-large"><span style="color: #e82a1f;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">War Fronts</span></span></span><br />
<hr class="mycode_hr" /></div>
<div style="text-align: center;" class="mycode_align"><img src="https://i.ibb.co/xtTgGs7w/3a82d91b3a1a49cae901624133510ca2.jpg" loading="lazy"  alt="[Image: 3a82d91b3a1a49cae901624133510ca2.jpg]" class="mycode_img" /></div>
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u"><span style="color: #e82a1f;" class="mycode_color">What Are War Fronts?</span></span></span><br />
<br />
Our guild thrives on conflict, but much of that energy often turns inward. While infighting is enjoyable, it can sometimes feel like there’s little else to anchor us in the broader war. War Fronts are designed to change that.<br />
<br />
War Fronts are small, focused narrative arcs that give our members a dynamic theatre to fight in, opening space for all spheres to contribute in limited but meaningful ways. They are not sprawling, months-long campaigns; instead, they are concise storylines that last a few sessions, offering a sense of progression and consequence.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The aims are:</span><br />
<br />
<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Give members a consistent theatre to engage with over multiple sessions.</span><br />
</li>
<li>Create Sphere RP: (e.g., <span style="font-style: italic;" class="mycode_i">Insight</span> providing intelligence, <span style="font-style: italic;" class="mycode_i">Doctrine</span> addressing ideological resistance, <span style="font-style: italic;" class="mycode_i">Resurgence</span> supporting supply lines, Advancement supplying new tech to be tested and War; strategizing and deploying assets from their vast arsenal. The potential is somewhat, limitless).<br />
</li>
<li>Provide a framework that promotes more RP, more depth and ultimately more battles, strategy, and victories — while making those victories feel part of a living, interconnected galaxy.<br />
</li>
</ul>
<br />
<hr class="mycode_hr" />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><span style="color: #e82a1f;" class="mycode_color"><span style="font-size:medium">The Structure of War Fronts</span></span></span></span> <br />
<br />
<span style="font-size:small">War Fronts are built on a three-act narrative framework, designed to make RP feel like part of a living campaign rather than a disconnected set of events. Each “act” serves a clear purpose, with escalating stakes and opportunities for different spheres to interact.</span><br />
<br />
<span style="font-size:small">Think of it like telling a story together:</span><br />
<ul class="mycode_list"><li><span style="font-size:small">Act I (The Spark): The hook that sets the conflict in motion.</span><br />
</li>
<li><span style="font-size:small">Act II (The Struggle): Rising tension as factions prepare, manoeuvre, and clash in smaller ways.</span><br />
</li>
<li><span style="font-size:small">Act III (The Climax): The decisive confrontation that determines the outcome.</span><br />
</li>
</ul>
<br />
<span style="font-size:small">This structure gives members a natural progression of challenges while providing clear “entry points” for other spheres to get involved. By pacing things like a story, every War Front has a rhythm that keeps players engaged. </span><br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Example Scenario</span></span><br />
<br />
Republic forces push into <span style="font-weight: bold;" class="mycode_b">Nam’ta</span>, seeking to cut into the mines and mountain passes that fuel our war machine and open up a <span style="font-weight: bold;" class="mycode_b">War Front</span>. Jedi rally local resistance; saboteurs move to disrupt our grip.<br />
<br />
<span style="font-style: italic;" class="mycode_i">Three Phases:</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Phase I – Sparks</span><br />
<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Insight gets fed a tip that an SIS is present at location (a GM inciting event leads into an ops to go and neutralize/capture)</span><br />
</li>
<li>Captured SIS agent interrogation/information they possess reveals critical intel about a Republic advance in the sector, RP outside of an ops.<br />
</li>
<li>Follow-up ops/investigation confirm the information.<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Phase II – First Steps</span><br />
<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">War prepares to repel an assault on a mining site (Scouting ops, into RP strategy/planning + GM coordination about assets).</span><br />
</li>
<li><span style="font-style: italic;" class="mycode_i">Advancement supply specialist artillery that needs to be set up during out of ops RP or, if the GM is creative enough, throughout an ops!</span><br />
</li>
<li>Doctrine roots out sympathisers or undermines Jedi influence (ops that impact the finale).<br />
</li>
<li>Resurgence secures arms and supply lines, directly influencing what War can field. (ops)<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Phase III – The Nam’ta Line</span><br />
<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Guild-scale event, in the style of Sith Andnoa's Uftre Two guild event. </span>Objective: hold the mountain passes against Republic forces.<br />
</li>
</ul>
<ul class="mycode_list"><li>Outcome shaped by earlier RP and ops: victories/shortfalls dynamically change enemy forces.<br />
 (e.g., if Doctrine successfully “put down” a Jedi, that Jedi is absent in the finale battle)<br />
</li>
</ul>
<br />
This is a reasonable plan that we would expect to see for a War Front. It provides conflict (the key driver of narrative), it provides clarity (no getting lost in the sauce) and it provides RP for all; because at the end of the day we're all here to <span style="text-decoration: underline;" class="mycode_u">collaboratively</span> tell stories!<br />
<hr class="mycode_hr" />
<br />
<div style="text-align: left;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u"><span style="color: #e82a1f;" class="mycode_color">Implementation</span></span></span></div>
<br />
People that want to run a War Front will volunteer to GM and propose a plan, with officer approval via the ticket system. They will in turn, approve or refine your plans, or point you in the direction of the planetary co-ordinator. They will also assess whether or not the proposed location for the War Front fits with the wider team narrative/lore position of said planets at that time, as well as approve any impacts the outcomes of such would have. <br />
<br />
GMs must have a fully formed plan of all phases at the outset, but they will be reminded that these are not intended to be burdensome, vast, “grand campaigns” that drains inspiration. It is simply a framework to consider providing roleplay across the powerbase. <br />
<br />
 The intent is <span style="font-style: italic;" class="mycode_i">interconnectedness</span>, and <span style="font-style: italic;" class="mycode_i">dynamism</span> not bureaucracy.<br />
<br />
<hr class="mycode_hr" />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u"><span style="color: #e82a1f;" class="mycode_color">Why This Works</span></span></span><br />
<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Keeps us doing external conflict as the primary driver of combat RP, rather than a million and one infights. </span><br />
</li>
<li>Provides spheres with controlled touchpoints to contribute without taking over.<br />
</li>
<li><span style="font-style: italic;" class="mycode_i">Builds a “campaign feel” that strengthens immersion and continuity.</span><br />
</li>
<li>Encourages natural IC collaboration, while respecting Pentarch boundaries.<br />
</li>
</ul>
<br />
<hr class="mycode_hr" />
<span style="font-style: italic;" class="mycode_i"><br />
More battles. More victories. More war.</span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The GMing Handbook]]></title>
			<link>https://www.horuset.com/showthread.php?tid=1093</link>
			<pubDate>Tue, 19 Sep 2023 14:19:02 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.horuset.com/member.php?action=profile&uid=6">Trakaton Kalkoran</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.horuset.com/showthread.php?tid=1093</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="color: #c10300;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><span style="font-size:xx-large">The GMing Handbook</span></span></span></div>
<br />
Within our events in House Horuset, it's a great idea to decide at the planning stage what exactly it is you want to base your event around. What is detailed below is not a completely comprehensive list of everything you could put in your events and neither is there an expectation for you to include <span style="font-weight: bold;" class="mycode_b">ALL</span> of the below in your events. The below does help those of us who sometimes get stuck making events, get ideas together of what they’d like to run. However, before we get onto what you can include in your event, there are several factors that must be considered regardless of whether you’re running a combat, tactics and history based event or a puzzle event based on vehicles and slicing.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #c10300;" class="mycode_color"><span style="font-size:medium">Factors:</span></span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Time</span> - Time is by far the single most important aspect of an event. All of House Horuset’s better events have existed within the four hour time limit, as not only does it mean your own and your Co-GMs ability to GM isn’t compromised by getting tired throughout the event,  it means your participants have a greater chance of being able to stick it out to the end. When planning your event, keep the four hour time limit in mind and put in enough content that could take them anywhere from the 3-4 hour mark. Nobody is sad with an event ending early, as it means Free RP afterwards for those who want it and to log off for those who are tired! Remember to include some form of IC reason to get everyone out if the event goes on longer than four hours! <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Pacing</span> - The pacing of an event is important to ensure that an event has enough engaging content throughout it. This comes in with time, as if you plan an event that has all of the content in the latter half of the event what you can’t guarantee is that your participants will get through the first half, realising that all the objectives are going to be met at the end. Similarly, if you have all of your content right at the very start of the event, participants may feel like the event was rushed and not realise there is nothing left to do at the end.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Player Intervention</span> - One thing that can easily stall an event is when a participant OOCly wants a re-emote because they disagree with something that has happened to their character. While nobody can predict exactly where this might happen in an event, we can be aware of where it is most likely to happen compared to other points. For example, in an event that has interactable NPCs, a participant may be trying to get information out of them and be unhappy with how the NPC responded to their attempts. This can stall the event completely, so be aware of these stress points and emote clearly when you’re in them to avoid stalls. For example, nobody will intervene at the point of an exposition story dump, but they just might when combat begins! Doubly so when doing an ‘and stop’ command, let people be where they should be.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Number of GMs</span> - An incredibly important part of any event is how many GMs you have. In House Horuset, Operations, Lessons and Acolyte Tasks often have just 1 GM. Medium sized events like Imperial events can usually get away with 2 GMs. However, any and all full scale Guild Events should be aiming for 3 GMs at a minimum at all times. We all know that HH can reach 15+ participants very easily and can even do 20+ more often than not on main guild events, so having the GM capacity to facilitate this is beyond important.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #c10300;" class="mycode_color"><span style="font-size:medium">A list of good practices to see an event run efficiently and keep people engaged:</span></span></span><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Pre-written Emotes</span> - Absolutely imperative in every event. Pre-writing GM emotes like your environment emotes and things you know for certain will happen will help keep the event going at a good pace and ensure that the GMs aren’t needing to call a stop for 20 minutes as they hurriedly type out an environment emote that they knew they would need. It helps keep your players engaged with what is going on in the RP, instead of being distracted by other entertainment as they wait for the emote that could have been pre-written. This includes pre-writing emotes such as Force Sense responses, which we often receive several dozen of per event. Having a Force Sense response pre-written for certain areas will save GMs an insurmountable amount of time which they can use to focus on other aspects of the event.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Split up the Ops group</span> - 15 players might seem like alot, but with 3 GMs if you all split up the ops group into 3 ops groups, then that swiftly becomes only 5 players for 1 GM which is a very manageable number. This doesn’t just have to be for combat, but this is by far when it works best. Organise 3 ‘flanks’ for the combat to happen, have everyone in their own ops group and work from there. Each GM can put out emotes for everyone to see through the ingame /o chat or in /yell if everyone is nearby of how their particular flank’s players are doing. <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">GMs use their toons as markers</span> - If a GM is describing where something is, have a GM stand where it is so people can see it ingame! GMs only have access to the chatbox, the environment and their own toon to explain and show where things are that are relevant to the event. If a GM describes that a certain plant atop the edge of the rocks looks suspiciously like a camouflaged Republic soldier, then the GM should also be standing where that is so that the participants don’t get confused with another edge of the rocks or a different plant on the same edge of the rocks. GMs running around and trying to see everything that is happening isn’t necessary, as everything that is needed for a GM to see can be…<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Ops chat only for GM relevant emotes</span> - …put into the ops chat! During the landing emote when the players are brought to the event location, there should always be an OOC part to that first emote explaining some of the basic things that the GM wants their players to keep in mind. This should include things like only using Ops chat for emotes that the GM needs to see, sticking to 2 paragraphs if the players do find themselves in ops order etc. Ensuring that ops chat doesn’t get cluttered by non-GM directed emotes will make GMing alot easier as you’ll be able to pick out the important parts without dredging through emotes that you don’t need to see. While holomessages are often also put into ops chat, the ordinary holocom channel of /o could be used instead in big guild events since everyone who is online will be at the event. This means that even less clutter goes into ops chat, making it even easier for you to see what you need to be responding to.<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #c10300;" class="mycode_color"><br />
<br />
<span style="font-size:medium">A non-comprehensive list of possible aspects to an event:</span></span></span><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Story</span> - Story is the backbone of most events, but sometimes it's not necessary to make an enjoyable event for the participants. Story should be considered when the participants are aware/told what it is that made the event happen or why it is happening, if its behind the scenes and the participants aren’t aware then the benefit of the story to the participants can be lost. A lesson, for example, has no story to it. Compare that with the events of the War Arcs, and you see that each event had a distinct story about it that explained what it was that got the participants to the point where the event was necessary and what the consequences are if the participants don’t complete the event.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Interactable NPCs</span> - Interactable NPCs have been used in House Horuset for plenty of different events, ranging from Acolyte Trials with our cornerstone information gathering in a bar to participants being able to lead squads of soldiers or direct civilians from A to B. Including interactable NPCs is <span style="font-weight: bold;" class="mycode_b">GM INTENSIVE</span> as it is often expected by our participants for one GM to stick playing one NPC while they’re in view. Be wary about adding too many NPCs or too many other GM intensive aspects to your event.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Combat </span>- The standard inclusion for most events, it will be a surprise to nobody when I say that combat is <span style="font-weight: bold;" class="mycode_b">GM INTENSIVE</span>. With the way Ops Order works as a system, combat is by far the most slowing factor to any event. Remember to <span style="font-weight: bold;" class="mycode_b">SPLIT</span> your participants into multiple GM groups if combat is necessary, so that it can be worked through as quickly and enjoyably as possible with multiple groups taking different groups of enemies down.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Puzzles</span> - Puzzles are an often forgotten part of any event. They’re a fun inclusion provided that the participants understand what the puzzle in front of them is. Due to the limitations of the swtor platform, <span style="font-weight: bold;" class="mycode_b">COMPLICATED PUZZLES SHOULD NOT BE INCLUDED.</span> Usually the difficulty for the participants is in gathering the pieces for the puzzle and then organising who does what, considering Sith power politics in the mix. A simple “There is a painting and a statue near the painting. The statue is headless and it seems to be missing its scepter” when the participants are aware that they should be aiming to restore the statue is a nice easy puzzle that will take the participants a good hour to complete. Include two different heads, let them compare the two to the painting.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Slicing </span>- Slicing comes in many forms and does not necessarily require the skill slicing to be done. This can be any interaction with terminals or systems that are plainly obviously meant to be interacted with. Putting content into a terminal or system, locked or otherwise, is incredibly rewarding for any participant who comes across it when it is usable in the event.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Engineering </span>- Like with Slicing, Engineering can come in many forms. It could be as simple as welding together a connection with a nearby plasma torch to restore power to a facility or the much more intricate fortification of a defensive line to hold against an enemy force. Including engineering is rewarding for any participant who would get involved and does not necessarily require a participant to have skill in it for it to be useful.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Vehicles </span>- Vehicles are often tied to combat in the form of Walkers, Tanks and Speeders but they don’t necessarily have to be. The Star Wars universe has plenty of different vehicles and the inclusion of some is fun for the participants, provided they get to interact with them in some form. This could be by infiltrating a swoop race to claim the first place prize by winning the track or it could be the known fact that participants can bring vehicles from Th’Asidra’s supply for fighting or travelling.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">History </span>- History can be in any form and many characters and players revel in the chance to show off what they know and learn more in the process. History doesn’t necessarily need to be based around the Sith or the Empire, but the inclusion of history in an event that has meaningful impact later in the event is a wonderful aspect for participants to have in an event. An example would be the history unveiled of a custom created dark jedi from the Jedi Civil War, which at the end of the event if the participants can recollect it, are able to find something that such a Dark Jedi held as important. While the gaining of historical knowledge is great, always attempt for it to have some impact on the event, chain or arc if it is remembered.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Tactics/Planning</span> - Tactics/Planning is not necessarily something immediately combat related. It could be a chance in the event to decide a path taken when on a heist or it could be the careful navigation of a Sith opera room to steal an ID tag from one of the audience without them realising. In combat, tactics/planning should be considered when the normal “run at the enemy, shoot at the enemy” obviously requires abit more thought so that a plan can be developed either beforehand or on the fly by the IC leadership or participants with a strong spine.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">First Aid</span> - First aid does not mean make one of your participants incapable for all of the event so others can tend to them! First aid could be the healing of friendly NPCs that once healed, join the battle on your side, it could be that an entire event is based around reinforcing an Imperial position and evacuating certain officers for medical aid. First Aid could also be considered if the participants have to wear some form of mask or suit to be able to navigate through the event and having it so that if a suit is punctured, others will have to deal with the wounded. <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #c10300;" class="mycode_color"><span style="font-size:medium">Suitable Locations for smaller 4 person adventures/missions:</span><br />
</span></span><span style="font-size:x-small">(Or 3 participants and 1 dedicated GM)</span><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Foundry</span> - Access to a Republic Bridge at the very start, alongside one other Republic ship room. Republic ship is a Thranta-Class Corvette in lore, don't talk to anyone in terms of the quests.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Black Talon</span> - Access to a large section of an Imperial ship, after killing some mobs. Don't talk to anyone on the bridge in terms of quests<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Battle of Ilum</span> - Access to a hanger, talk to the terminal and then you get access to an Imperial outpost on Ilum in the middle of a battle + the first part of a trench without any kind of mob killing. Very good for a defense based mission.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Athiss </span>- Excellent layout of a several Sith Tombs. Can Provided you have the right crafting skill, you can use the entire full length of the flashpoint if you so desired.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Collicoid War Games</span> - Mixture of Sith, Criminals, Independents and Jedi/Republic all in the opening hanger and corridor. Open expanse region afterwards for a proper battle/gladiator fight. No mobs, unless the turrets are activated when inside the arena.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Kuat Drive Yards</span> - Has access to an Imperial bridge and hanger immediately, just don't activate the shuttle's door when you're down in the hanger.<br />
<br />
In summary, hopefully this will provide a framework, but not a ruleset, for people to be able to use if they wish when creating events for the future!]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="color: #c10300;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><span style="font-size:xx-large">The GMing Handbook</span></span></span></div>
<br />
Within our events in House Horuset, it's a great idea to decide at the planning stage what exactly it is you want to base your event around. What is detailed below is not a completely comprehensive list of everything you could put in your events and neither is there an expectation for you to include <span style="font-weight: bold;" class="mycode_b">ALL</span> of the below in your events. The below does help those of us who sometimes get stuck making events, get ideas together of what they’d like to run. However, before we get onto what you can include in your event, there are several factors that must be considered regardless of whether you’re running a combat, tactics and history based event or a puzzle event based on vehicles and slicing.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #c10300;" class="mycode_color"><span style="font-size:medium">Factors:</span></span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Time</span> - Time is by far the single most important aspect of an event. All of House Horuset’s better events have existed within the four hour time limit, as not only does it mean your own and your Co-GMs ability to GM isn’t compromised by getting tired throughout the event,  it means your participants have a greater chance of being able to stick it out to the end. When planning your event, keep the four hour time limit in mind and put in enough content that could take them anywhere from the 3-4 hour mark. Nobody is sad with an event ending early, as it means Free RP afterwards for those who want it and to log off for those who are tired! Remember to include some form of IC reason to get everyone out if the event goes on longer than four hours! <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Pacing</span> - The pacing of an event is important to ensure that an event has enough engaging content throughout it. This comes in with time, as if you plan an event that has all of the content in the latter half of the event what you can’t guarantee is that your participants will get through the first half, realising that all the objectives are going to be met at the end. Similarly, if you have all of your content right at the very start of the event, participants may feel like the event was rushed and not realise there is nothing left to do at the end.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Player Intervention</span> - One thing that can easily stall an event is when a participant OOCly wants a re-emote because they disagree with something that has happened to their character. While nobody can predict exactly where this might happen in an event, we can be aware of where it is most likely to happen compared to other points. For example, in an event that has interactable NPCs, a participant may be trying to get information out of them and be unhappy with how the NPC responded to their attempts. This can stall the event completely, so be aware of these stress points and emote clearly when you’re in them to avoid stalls. For example, nobody will intervene at the point of an exposition story dump, but they just might when combat begins! Doubly so when doing an ‘and stop’ command, let people be where they should be.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Number of GMs</span> - An incredibly important part of any event is how many GMs you have. In House Horuset, Operations, Lessons and Acolyte Tasks often have just 1 GM. Medium sized events like Imperial events can usually get away with 2 GMs. However, any and all full scale Guild Events should be aiming for 3 GMs at a minimum at all times. We all know that HH can reach 15+ participants very easily and can even do 20+ more often than not on main guild events, so having the GM capacity to facilitate this is beyond important.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #c10300;" class="mycode_color"><span style="font-size:medium">A list of good practices to see an event run efficiently and keep people engaged:</span></span></span><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Pre-written Emotes</span> - Absolutely imperative in every event. Pre-writing GM emotes like your environment emotes and things you know for certain will happen will help keep the event going at a good pace and ensure that the GMs aren’t needing to call a stop for 20 minutes as they hurriedly type out an environment emote that they knew they would need. It helps keep your players engaged with what is going on in the RP, instead of being distracted by other entertainment as they wait for the emote that could have been pre-written. This includes pre-writing emotes such as Force Sense responses, which we often receive several dozen of per event. Having a Force Sense response pre-written for certain areas will save GMs an insurmountable amount of time which they can use to focus on other aspects of the event.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Split up the Ops group</span> - 15 players might seem like alot, but with 3 GMs if you all split up the ops group into 3 ops groups, then that swiftly becomes only 5 players for 1 GM which is a very manageable number. This doesn’t just have to be for combat, but this is by far when it works best. Organise 3 ‘flanks’ for the combat to happen, have everyone in their own ops group and work from there. Each GM can put out emotes for everyone to see through the ingame /o chat or in /yell if everyone is nearby of how their particular flank’s players are doing. <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">GMs use their toons as markers</span> - If a GM is describing where something is, have a GM stand where it is so people can see it ingame! GMs only have access to the chatbox, the environment and their own toon to explain and show where things are that are relevant to the event. If a GM describes that a certain plant atop the edge of the rocks looks suspiciously like a camouflaged Republic soldier, then the GM should also be standing where that is so that the participants don’t get confused with another edge of the rocks or a different plant on the same edge of the rocks. GMs running around and trying to see everything that is happening isn’t necessary, as everything that is needed for a GM to see can be…<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Ops chat only for GM relevant emotes</span> - …put into the ops chat! During the landing emote when the players are brought to the event location, there should always be an OOC part to that first emote explaining some of the basic things that the GM wants their players to keep in mind. This should include things like only using Ops chat for emotes that the GM needs to see, sticking to 2 paragraphs if the players do find themselves in ops order etc. Ensuring that ops chat doesn’t get cluttered by non-GM directed emotes will make GMing alot easier as you’ll be able to pick out the important parts without dredging through emotes that you don’t need to see. While holomessages are often also put into ops chat, the ordinary holocom channel of /o could be used instead in big guild events since everyone who is online will be at the event. This means that even less clutter goes into ops chat, making it even easier for you to see what you need to be responding to.<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #c10300;" class="mycode_color"><br />
<br />
<span style="font-size:medium">A non-comprehensive list of possible aspects to an event:</span></span></span><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Story</span> - Story is the backbone of most events, but sometimes it's not necessary to make an enjoyable event for the participants. Story should be considered when the participants are aware/told what it is that made the event happen or why it is happening, if its behind the scenes and the participants aren’t aware then the benefit of the story to the participants can be lost. A lesson, for example, has no story to it. Compare that with the events of the War Arcs, and you see that each event had a distinct story about it that explained what it was that got the participants to the point where the event was necessary and what the consequences are if the participants don’t complete the event.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Interactable NPCs</span> - Interactable NPCs have been used in House Horuset for plenty of different events, ranging from Acolyte Trials with our cornerstone information gathering in a bar to participants being able to lead squads of soldiers or direct civilians from A to B. Including interactable NPCs is <span style="font-weight: bold;" class="mycode_b">GM INTENSIVE</span> as it is often expected by our participants for one GM to stick playing one NPC while they’re in view. Be wary about adding too many NPCs or too many other GM intensive aspects to your event.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Combat </span>- The standard inclusion for most events, it will be a surprise to nobody when I say that combat is <span style="font-weight: bold;" class="mycode_b">GM INTENSIVE</span>. With the way Ops Order works as a system, combat is by far the most slowing factor to any event. Remember to <span style="font-weight: bold;" class="mycode_b">SPLIT</span> your participants into multiple GM groups if combat is necessary, so that it can be worked through as quickly and enjoyably as possible with multiple groups taking different groups of enemies down.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Puzzles</span> - Puzzles are an often forgotten part of any event. They’re a fun inclusion provided that the participants understand what the puzzle in front of them is. Due to the limitations of the swtor platform, <span style="font-weight: bold;" class="mycode_b">COMPLICATED PUZZLES SHOULD NOT BE INCLUDED.</span> Usually the difficulty for the participants is in gathering the pieces for the puzzle and then organising who does what, considering Sith power politics in the mix. A simple “There is a painting and a statue near the painting. The statue is headless and it seems to be missing its scepter” when the participants are aware that they should be aiming to restore the statue is a nice easy puzzle that will take the participants a good hour to complete. Include two different heads, let them compare the two to the painting.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Slicing </span>- Slicing comes in many forms and does not necessarily require the skill slicing to be done. This can be any interaction with terminals or systems that are plainly obviously meant to be interacted with. Putting content into a terminal or system, locked or otherwise, is incredibly rewarding for any participant who comes across it when it is usable in the event.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Engineering </span>- Like with Slicing, Engineering can come in many forms. It could be as simple as welding together a connection with a nearby plasma torch to restore power to a facility or the much more intricate fortification of a defensive line to hold against an enemy force. Including engineering is rewarding for any participant who would get involved and does not necessarily require a participant to have skill in it for it to be useful.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Vehicles </span>- Vehicles are often tied to combat in the form of Walkers, Tanks and Speeders but they don’t necessarily have to be. The Star Wars universe has plenty of different vehicles and the inclusion of some is fun for the participants, provided they get to interact with them in some form. This could be by infiltrating a swoop race to claim the first place prize by winning the track or it could be the known fact that participants can bring vehicles from Th’Asidra’s supply for fighting or travelling.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">History </span>- History can be in any form and many characters and players revel in the chance to show off what they know and learn more in the process. History doesn’t necessarily need to be based around the Sith or the Empire, but the inclusion of history in an event that has meaningful impact later in the event is a wonderful aspect for participants to have in an event. An example would be the history unveiled of a custom created dark jedi from the Jedi Civil War, which at the end of the event if the participants can recollect it, are able to find something that such a Dark Jedi held as important. While the gaining of historical knowledge is great, always attempt for it to have some impact on the event, chain or arc if it is remembered.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Tactics/Planning</span> - Tactics/Planning is not necessarily something immediately combat related. It could be a chance in the event to decide a path taken when on a heist or it could be the careful navigation of a Sith opera room to steal an ID tag from one of the audience without them realising. In combat, tactics/planning should be considered when the normal “run at the enemy, shoot at the enemy” obviously requires abit more thought so that a plan can be developed either beforehand or on the fly by the IC leadership or participants with a strong spine.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">First Aid</span> - First aid does not mean make one of your participants incapable for all of the event so others can tend to them! First aid could be the healing of friendly NPCs that once healed, join the battle on your side, it could be that an entire event is based around reinforcing an Imperial position and evacuating certain officers for medical aid. First Aid could also be considered if the participants have to wear some form of mask or suit to be able to navigate through the event and having it so that if a suit is punctured, others will have to deal with the wounded. <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #c10300;" class="mycode_color"><span style="font-size:medium">Suitable Locations for smaller 4 person adventures/missions:</span><br />
</span></span><span style="font-size:x-small">(Or 3 participants and 1 dedicated GM)</span><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Foundry</span> - Access to a Republic Bridge at the very start, alongside one other Republic ship room. Republic ship is a Thranta-Class Corvette in lore, don't talk to anyone in terms of the quests.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Black Talon</span> - Access to a large section of an Imperial ship, after killing some mobs. Don't talk to anyone on the bridge in terms of quests<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Battle of Ilum</span> - Access to a hanger, talk to the terminal and then you get access to an Imperial outpost on Ilum in the middle of a battle + the first part of a trench without any kind of mob killing. Very good for a defense based mission.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Athiss </span>- Excellent layout of a several Sith Tombs. Can Provided you have the right crafting skill, you can use the entire full length of the flashpoint if you so desired.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Collicoid War Games</span> - Mixture of Sith, Criminals, Independents and Jedi/Republic all in the opening hanger and corridor. Open expanse region afterwards for a proper battle/gladiator fight. No mobs, unless the turrets are activated when inside the arena.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Kuat Drive Yards</span> - Has access to an Imperial bridge and hanger immediately, just don't activate the shuttle's door when you're down in the hanger.<br />
<br />
In summary, hopefully this will provide a framework, but not a ruleset, for people to be able to use if they wish when creating events for the future!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The Narrative Overhaul]]></title>
			<link>https://www.horuset.com/showthread.php?tid=497</link>
			<pubDate>Thu, 27 Apr 2023 19:55:31 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.horuset.com/member.php?action=profile&uid=2">Joslae</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.horuset.com/showthread.php?tid=497</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #e82a1f;" class="mycode_color"><span style="font-size:xx-large">The Horuset Narrative Overhaul</span></span></span></div>
<hr></hr>
<img src="https://i.imgur.com/rGGn0el.jpg" loading="lazy"  alt="[Image: rGGn0el.jpg]" class="mycode_img" /><br />
<hr></hr>
<div style="text-align: justify;" class="mycode_align">The Horuset Narrative Overhaul is the formalisation of the current event types that can be experienced in House Horuset and the introduction of a new type with the goal being to ensure that the guild is clear on what their options of GM’d RP are. An overview of available methods has been listed below, with the intention being for everyone to be able to build towards becoming GMs for these event types and even just knowing what options you have for the tales you want to be able to tell about your character, the characters around them and the Powerbase in general. An overall arc can be told through many mediums, it could start as a 'story' and end with a guild event, vice versa, or even start as an Adventure and then morph into a guild event and then into a story. The idea has always been to give more formal options, not to limit to an arc only being able to happen through one of these mediums.</div>
<hr></hr>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #e82a1f;" class="mycode_color"><span style="font-size:x-large">Horuset Narrative Event Types</span></span></span></div>
<hr></hr>
<span style="font-weight: bold;" class="mycode_b"><span style="color: #e82a1f;" class="mycode_color">Guild Events</span></span><br />
<div style="text-align: justify;" class="mycode_align">Guild Events are events that go up on the Message of the Day in-game and on the hh-upcoming-events channel in the Discord. They're broadly broken down into three types, which are Lessons, Imperial Events and Full Events, which are intended for everyone in the Powerbase and are a good chance for Imperials and Sith to work alongside one another. Guild Events usually require a set number of GMs, with the advisement being that lessons have two, Imperial events have two and full events have three GMs to ensure that the number of participants has enough GMs to react to them. Lessons are normally aimed at either the Imperial Soldiers or the Force Sensitives. Imperial Events are aimed specifically for the Imperial Soldiers, and Full Events are aimed for everyone, Acolyte or Grunt, Major or Darth.<br />
<br />
Full Events are the most GM-intensive of all of the event types that House Horuset offers, because of the number of participants that can turn up. As a result, the GMs must find ways to make it easier on themselves and not leave the prep to the very last moment. Full Events are a great way to have as much of the Powerbase present as possible for a mission that can have a great impact on the powerbase. Big moments such as pushing forward in war arcs, the acquisition of new and important information or assets, or even just wanting to see everyone together are all important reasons for a Full Event to be used.<br />
  <br />
Imperial Events are useful for giving the player soldiers of the Powerbase a chance to use their squad-based tactics in an environment without Sith oversight and really shine when using squads and fire teams. Smaller objectives more suited for soldiers work best, with a focus on more grounded and cemented war themes instead of higher Force-based themes for the Force-sensitive characters. Lessons can be for both Imperial Soldiers and/or Force Sensitives. Force-based lessons are common, with a majority tailored towards Acolytes.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #e82a1f;" class="mycode_color">Story Events</span> </span><br />
The Story event is the newest event type in HH and is entirely tailored towards providing more personal, skill-focused events for a character. A short story arc will be written by a Story Writer, who will break the story up into a minimum of three events. Stories will be three events minimum and always overseen by the same story-writer(s), but can be GM’d by different GMs. The outcome of each mission influences the next and the characters who did the first mission will brief those who do the second mission, and so forth.<br />
<br />
An example:<br />
Mission 1: A Republic captain goes on leave at a casino station. Marauder and Seeker infiltrate and gather information.<br />
Mission 2: Participants in the last mission brief the new team. The Sith Arbitrator leads the mission and interrogates Captain.<br />
Mission 3: The Arbitrator shares gathered information with the warrior team, who then assault the Captain's men and complete the story.<br />
<br />
Events are categorised based on Priority Aurek principles: Assault, Protection, Extortion, Subterfuge, Acquisition. These terms are used to hint at what the event will be like. Events within a Story need to focus on different things. (i.e., not three Assault events) to ensure all kinds of characters with different skill sets can participate.<br />
<br />
Story Events have a limited number of available event slots. This means that only a certain number of characters can participate per mission, although the cap may differ from mission to mission. During the story-writing phase, the Story Writer will pre-set event dates and communicate them to the mission lead characters of their choice. These characters, in turn, will pick people to accompany them on their mission through IC means. It is encouraged to give characters a chance to prove themselves during these missions. Even an acolyte might have an aptitude for stealth if given a chance. Providing opportunities in these settings is a good way of ensuring interest in your branch or niche!<br />
<br />
<img src="https://i.imgur.com/7JTOtLY.png" loading="lazy"  alt="[Image: 7JTOtLY.png]" class="mycode_img" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #e82a1f;" class="mycode_color">Operations &amp; Acolyte Tasks:</span></span><br />
<a href="https://www.horuset.com/forum/viewforum/8970078/m/42275839" target="_blank" rel="noopener" class="mycode_url">Operations</a> and <a href="https://www.horuset.com/forum/m/42275839/viewforum/9667620" target="_blank" rel="noopener" class="mycode_url">Acolyte Tasks</a> are similar to one another; a task or mission set for them by another member of the Powerbase, free for any member to sign up to and organise as you wish. A member of the Powerbase with work to be done (a target to be assassinated, an object to retrieve, or any number of personal goals) can achieve this task by putting a public call in the archives to allow their peers to volunteer for the task in exchange for rewards. Provided the operation or task author has the in-character means to provide for the task, such as acquiring information or transport, the task itself can cover a wide array of locations and goals.<br />
<br />
The author of the operation and task can use these missions as a way to acquire something, which can range from gaining access to a resource or putting themselves closer to an asset-related goal. Ideally, the rewards for the author should not be major, for example, an operation to acquire a plot of land rather than gaining ownership of an already functioning factory. Those who attend the operation or task are also entitled to their own rewards depending on what the author can provide, the rank of the attendee, and how well the task is completed.<br />
<br />
When an operation is posted, there are slots for typically 2 to 5 members to sign up, along with guidelines for mission objectives, locations, potential rewards, and a deadline that the attending members will need to meet. With a group assembled, the sign-up period is closed, and the attending members can organise themselves into a group chat of some sort to arrange possible dates to carry out the mission, but also who will GM the mission. We prefer to see one member of the group take a backseat during the mission so they can then GM for the others. This is a good method for learning GMing techniques for newer players, though in usual circumstances, the attending members can ask for an outside GM. Once a GM has been nominated, they should contact the author for more details on the mission.<br />
<br />
Acolyte tasks are very similar to operations, typically functioning identically, though on a smaller scope and only open to acolyte characters. Due to the varied nature of acolyte tasks, the selection GMs might also include the task author, as some tasks may involve sparring with the author, or even submitting a written piece of work which requires no GM at all.<br />
<br />
It is also worth mentioning that for the purposes of operations, a player can only be registered to two operations at a time.<br />
<hr></hr>
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #e82a1f;" class="mycode_color">Adventures</span></span><br />
Adventures are a group of characters, typically 4 or 5, who organise themselves intending to go out to find something or do something. Perhaps aiming to learn a common power together, a small number of items, or a shared experience. Adventures are small in nature, similar to that of an Operation, and are typically low risk in nature, though that is strictly a rule. When a group has formed, and a consensus is formed on what the Adventure is for, then a member of the group can approach the guild team to pitch the concept, where they will either be given the go-ahead or suggestions on how to alter it. Once approved by the team, it is the responsibility of the adventurers to find a GM for it and to fill said GM in on the details and what they are hoping for.<br />
<br />
Adventures of smaller sizes can also occur, typically on a smaller scale. We strongly encourage at least 2 players and 1 GM.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #e82a1f;" class="mycode_color">Personal Development Arcs</span></span><br />
A  PDA, or Personal Development Arc, is an event or series of events that play a large role in the development of the character. The concept of a PDA should be mutually formed between the player of a character and the player of a character that acts as a Sith Master or other form of close mentor. This is ideally an open discussion where the developing character has goals they'd like to achieve and ways to develop that the player believes could be beneficial. Cool ideas you might have for growth and end goals, and potential tools that can be used in the pursuit of these cool stories. These can be a way to introduce powers to a character that a player may feel appropriate to their growth, maybe a particular power that would push the character to new levels of maturity or towards a specific goal they have in mind. Once the master and apprentice players have had this discussion, the master can go away and begin to lay the foundation for the PDA: how the story might develop, what twists and turns there might be, and potential characters or locations to be used. The master, who should be taking on the role of primary GM, can then approach the guild team with this concept, where we can talk about it further and either give a thumbs up or work to iron out the details further.<br />
<br />
If you do not have access to a master/mentor or they are unavailable to be the GM, you may approach a member of the guild team, and we will help you with the initial discussion and help you find a GM.<br />
<br />
In terms of powers that can be learned through a PDA, they should be powers that are present within our power documents, but perhaps nobody in the guild knows it at this point.</div>
<hr></hr>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #e82a1f;" class="mycode_color"><span style="font-size:x-large">Conclusion</span></span></span></div>
<hr></hr>
<div style="text-align: justify;" class="mycode_align">If there are any questions, please reach out to a member of the Guild Team. These event types can all be mixed and matched together for the creation of an arc, so use them all depending on what is needed!</div>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #e82a1f;" class="mycode_color"><span style="font-size:xx-large">The Horuset Narrative Overhaul</span></span></span></div>
<hr></hr>
<img src="https://i.imgur.com/rGGn0el.jpg" loading="lazy"  alt="[Image: rGGn0el.jpg]" class="mycode_img" /><br />
<hr></hr>
<div style="text-align: justify;" class="mycode_align">The Horuset Narrative Overhaul is the formalisation of the current event types that can be experienced in House Horuset and the introduction of a new type with the goal being to ensure that the guild is clear on what their options of GM’d RP are. An overview of available methods has been listed below, with the intention being for everyone to be able to build towards becoming GMs for these event types and even just knowing what options you have for the tales you want to be able to tell about your character, the characters around them and the Powerbase in general. An overall arc can be told through many mediums, it could start as a 'story' and end with a guild event, vice versa, or even start as an Adventure and then morph into a guild event and then into a story. The idea has always been to give more formal options, not to limit to an arc only being able to happen through one of these mediums.</div>
<hr></hr>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #e82a1f;" class="mycode_color"><span style="font-size:x-large">Horuset Narrative Event Types</span></span></span></div>
<hr></hr>
<span style="font-weight: bold;" class="mycode_b"><span style="color: #e82a1f;" class="mycode_color">Guild Events</span></span><br />
<div style="text-align: justify;" class="mycode_align">Guild Events are events that go up on the Message of the Day in-game and on the hh-upcoming-events channel in the Discord. They're broadly broken down into three types, which are Lessons, Imperial Events and Full Events, which are intended for everyone in the Powerbase and are a good chance for Imperials and Sith to work alongside one another. Guild Events usually require a set number of GMs, with the advisement being that lessons have two, Imperial events have two and full events have three GMs to ensure that the number of participants has enough GMs to react to them. Lessons are normally aimed at either the Imperial Soldiers or the Force Sensitives. Imperial Events are aimed specifically for the Imperial Soldiers, and Full Events are aimed for everyone, Acolyte or Grunt, Major or Darth.<br />
<br />
Full Events are the most GM-intensive of all of the event types that House Horuset offers, because of the number of participants that can turn up. As a result, the GMs must find ways to make it easier on themselves and not leave the prep to the very last moment. Full Events are a great way to have as much of the Powerbase present as possible for a mission that can have a great impact on the powerbase. Big moments such as pushing forward in war arcs, the acquisition of new and important information or assets, or even just wanting to see everyone together are all important reasons for a Full Event to be used.<br />
  <br />
Imperial Events are useful for giving the player soldiers of the Powerbase a chance to use their squad-based tactics in an environment without Sith oversight and really shine when using squads and fire teams. Smaller objectives more suited for soldiers work best, with a focus on more grounded and cemented war themes instead of higher Force-based themes for the Force-sensitive characters. Lessons can be for both Imperial Soldiers and/or Force Sensitives. Force-based lessons are common, with a majority tailored towards Acolytes.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #e82a1f;" class="mycode_color">Story Events</span> </span><br />
The Story event is the newest event type in HH and is entirely tailored towards providing more personal, skill-focused events for a character. A short story arc will be written by a Story Writer, who will break the story up into a minimum of three events. Stories will be three events minimum and always overseen by the same story-writer(s), but can be GM’d by different GMs. The outcome of each mission influences the next and the characters who did the first mission will brief those who do the second mission, and so forth.<br />
<br />
An example:<br />
Mission 1: A Republic captain goes on leave at a casino station. Marauder and Seeker infiltrate and gather information.<br />
Mission 2: Participants in the last mission brief the new team. The Sith Arbitrator leads the mission and interrogates Captain.<br />
Mission 3: The Arbitrator shares gathered information with the warrior team, who then assault the Captain's men and complete the story.<br />
<br />
Events are categorised based on Priority Aurek principles: Assault, Protection, Extortion, Subterfuge, Acquisition. These terms are used to hint at what the event will be like. Events within a Story need to focus on different things. (i.e., not three Assault events) to ensure all kinds of characters with different skill sets can participate.<br />
<br />
Story Events have a limited number of available event slots. This means that only a certain number of characters can participate per mission, although the cap may differ from mission to mission. During the story-writing phase, the Story Writer will pre-set event dates and communicate them to the mission lead characters of their choice. These characters, in turn, will pick people to accompany them on their mission through IC means. It is encouraged to give characters a chance to prove themselves during these missions. Even an acolyte might have an aptitude for stealth if given a chance. Providing opportunities in these settings is a good way of ensuring interest in your branch or niche!<br />
<br />
<img src="https://i.imgur.com/7JTOtLY.png" loading="lazy"  alt="[Image: 7JTOtLY.png]" class="mycode_img" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #e82a1f;" class="mycode_color">Operations &amp; Acolyte Tasks:</span></span><br />
<a href="https://www.horuset.com/forum/viewforum/8970078/m/42275839" target="_blank" rel="noopener" class="mycode_url">Operations</a> and <a href="https://www.horuset.com/forum/m/42275839/viewforum/9667620" target="_blank" rel="noopener" class="mycode_url">Acolyte Tasks</a> are similar to one another; a task or mission set for them by another member of the Powerbase, free for any member to sign up to and organise as you wish. A member of the Powerbase with work to be done (a target to be assassinated, an object to retrieve, or any number of personal goals) can achieve this task by putting a public call in the archives to allow their peers to volunteer for the task in exchange for rewards. Provided the operation or task author has the in-character means to provide for the task, such as acquiring information or transport, the task itself can cover a wide array of locations and goals.<br />
<br />
The author of the operation and task can use these missions as a way to acquire something, which can range from gaining access to a resource or putting themselves closer to an asset-related goal. Ideally, the rewards for the author should not be major, for example, an operation to acquire a plot of land rather than gaining ownership of an already functioning factory. Those who attend the operation or task are also entitled to their own rewards depending on what the author can provide, the rank of the attendee, and how well the task is completed.<br />
<br />
When an operation is posted, there are slots for typically 2 to 5 members to sign up, along with guidelines for mission objectives, locations, potential rewards, and a deadline that the attending members will need to meet. With a group assembled, the sign-up period is closed, and the attending members can organise themselves into a group chat of some sort to arrange possible dates to carry out the mission, but also who will GM the mission. We prefer to see one member of the group take a backseat during the mission so they can then GM for the others. This is a good method for learning GMing techniques for newer players, though in usual circumstances, the attending members can ask for an outside GM. Once a GM has been nominated, they should contact the author for more details on the mission.<br />
<br />
Acolyte tasks are very similar to operations, typically functioning identically, though on a smaller scope and only open to acolyte characters. Due to the varied nature of acolyte tasks, the selection GMs might also include the task author, as some tasks may involve sparring with the author, or even submitting a written piece of work which requires no GM at all.<br />
<br />
It is also worth mentioning that for the purposes of operations, a player can only be registered to two operations at a time.<br />
<hr></hr>
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #e82a1f;" class="mycode_color">Adventures</span></span><br />
Adventures are a group of characters, typically 4 or 5, who organise themselves intending to go out to find something or do something. Perhaps aiming to learn a common power together, a small number of items, or a shared experience. Adventures are small in nature, similar to that of an Operation, and are typically low risk in nature, though that is strictly a rule. When a group has formed, and a consensus is formed on what the Adventure is for, then a member of the group can approach the guild team to pitch the concept, where they will either be given the go-ahead or suggestions on how to alter it. Once approved by the team, it is the responsibility of the adventurers to find a GM for it and to fill said GM in on the details and what they are hoping for.<br />
<br />
Adventures of smaller sizes can also occur, typically on a smaller scale. We strongly encourage at least 2 players and 1 GM.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #e82a1f;" class="mycode_color">Personal Development Arcs</span></span><br />
A  PDA, or Personal Development Arc, is an event or series of events that play a large role in the development of the character. The concept of a PDA should be mutually formed between the player of a character and the player of a character that acts as a Sith Master or other form of close mentor. This is ideally an open discussion where the developing character has goals they'd like to achieve and ways to develop that the player believes could be beneficial. Cool ideas you might have for growth and end goals, and potential tools that can be used in the pursuit of these cool stories. These can be a way to introduce powers to a character that a player may feel appropriate to their growth, maybe a particular power that would push the character to new levels of maturity or towards a specific goal they have in mind. Once the master and apprentice players have had this discussion, the master can go away and begin to lay the foundation for the PDA: how the story might develop, what twists and turns there might be, and potential characters or locations to be used. The master, who should be taking on the role of primary GM, can then approach the guild team with this concept, where we can talk about it further and either give a thumbs up or work to iron out the details further.<br />
<br />
If you do not have access to a master/mentor or they are unavailable to be the GM, you may approach a member of the guild team, and we will help you with the initial discussion and help you find a GM.<br />
<br />
In terms of powers that can be learned through a PDA, they should be powers that are present within our power documents, but perhaps nobody in the guild knows it at this point.</div>
<hr></hr>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #e82a1f;" class="mycode_color"><span style="font-size:x-large">Conclusion</span></span></span></div>
<hr></hr>
<div style="text-align: justify;" class="mycode_align">If there are any questions, please reach out to a member of the Guild Team. These event types can all be mixed and matched together for the creation of an arc, so use them all depending on what is needed!</div>]]></content:encoded>
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			<title><![CDATA[The Herald - An Imperial Stronghold]]></title>
			<link>https://www.horuset.com/showthread.php?tid=495</link>
			<pubDate>Thu, 27 Apr 2023 19:51:40 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.horuset.com/member.php?action=profile&uid=2">Joslae</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.horuset.com/showthread.php?tid=495</guid>
			<description><![CDATA[<hr></hr>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size:5"><span style="color: #dd2423;" class="mycode_color">The Herald</span></span></span></div>
<hr></hr>
The Herald is a newly requisitioned Imperial S-Class Light Star Cruiser that can be used by Task Leviathan in their various missions. To allow for the potential of Imperials roleplaying aboard this ship for mission briefings, debriefings, or recovery time, an in game strong hold has been provided to facilitate the few times it may be used. The stronghold is owned by <span style="font-weight: bold;" class="mycode_b"><span style="color: #dd2423;" class="mycode_color">Vhial/Alex#9071</span></span> and a key can be requested in DMs, though the stronghold is primarily for Imperials only. Characters can be given silver keys to invite more Imperials in the case the owner is not available.<br />
<hr></hr>
<div style="text-align: center;" class="mycode_align"><img src="https://i.imgur.com/QTzJcp4.png" loading="lazy"  alt="[Image: QTzJcp4.png]" class="mycode_img" /></div>
<hr></hr>
<span style="font-weight: bold;" class="mycode_b"><span style="color: #dd2423;" class="mycode_color">The Barracks</span></span><br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><img src="https://i.imgur.com/njeKnNU.png" loading="lazy"  alt="[Image: njeKnNU.png]" class="mycode_img" /></div>
<br />
The central portion of the stronghold composes barracks for the stationed Imperial army soldiers. There are some terminals dedicated to auxilliary ship functions and three seperate rooms. Inside each room are a series of bunk beds and equipment locks, enough for all 20 soldiers to have a place to sleep and store any armour or uniforms. There are few luxuries here, the small ship can scarcely spare room for non-functional space.<br />
<hr></hr>
<span style="font-weight: bold;" class="mycode_b"><span style="color: #dd2423;" class="mycode_color">The Bridge</span></span><br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><img src="https://i.imgur.com/XmXZFqG.png" loading="lazy"  alt="[Image: XmXZFqG.png]" class="mycode_img" /></div>
<br />
The beating heart of The Herald, it allows the five bridge crew and Captain to have oversight of all ship functions and issue commands to engineers or gunners who are stationed on other decks. The bridge is not restricted, but it a work enviroment that requires being left alone to function properly. To one side are special quarters given to the Captain and the second in command of the ship, and the other side holds a relay station for the shield generator for emergency repairs.<br />
<hr></hr>
<span style="font-weight: bold;" class="mycode_b"><span style="color: #dd2423;" class="mycode_color">Briefing Room</span></span><br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><img src="https://i.imgur.com/YftOTP1.png" loading="lazy"  alt="[Image: YftOTP1.png]" class="mycode_img" /></div>
<br />
The tactical center of The Herald, is contains numbers of consoles that allow for precise manipulation of holo-data that can be uploaded through dataspikes, or to import data from the ships many exterior sensor systems. There are also several parts in here dedicated to engineering as the room was repurposed when retrofitted to suit Leviathan's needs.<br />
<hr></hr>
<span style="font-weight: bold;" class="mycode_b"><span style="color: #dd2423;" class="mycode_color">The Armoury</span></span><br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><img src="https://i.imgur.com/GojHBBS.png" loading="lazy"  alt="[Image: GojHBBS.png]" class="mycode_img" /></div>
<br />
Where most other equipment for the embarked Imperials can be stored, ranging from weapons to grenades to jump packs. Anything not required at all hours is to be kept in the armoury to prevent misfiring of equipment. There are several lockers, enough to store most small items soldiers may want, and allows them the full range of options when deploying for missions. Vehicles are too large to kept here and are instead in cargo. This is also the one room with enough space to facilitate leisure, with a small table and pair of seats.<br />
<hr></hr>
<span style="font-weight: bold;" class="mycode_b"><span style="color: #dd2423;" class="mycode_color">The Hallways</span></span><br />
<br />
Not strictly part of the ship, due to the small size of the ship and the large size of the stronghold the decision has been taken to say that the hallways of the stronghold are actually elevators, and thus will require a bit more imagination for roleplay.]]></description>
			<content:encoded><![CDATA[<hr></hr>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size:5"><span style="color: #dd2423;" class="mycode_color">The Herald</span></span></span></div>
<hr></hr>
The Herald is a newly requisitioned Imperial S-Class Light Star Cruiser that can be used by Task Leviathan in their various missions. To allow for the potential of Imperials roleplaying aboard this ship for mission briefings, debriefings, or recovery time, an in game strong hold has been provided to facilitate the few times it may be used. The stronghold is owned by <span style="font-weight: bold;" class="mycode_b"><span style="color: #dd2423;" class="mycode_color">Vhial/Alex#9071</span></span> and a key can be requested in DMs, though the stronghold is primarily for Imperials only. Characters can be given silver keys to invite more Imperials in the case the owner is not available.<br />
<hr></hr>
<div style="text-align: center;" class="mycode_align"><img src="https://i.imgur.com/QTzJcp4.png" loading="lazy"  alt="[Image: QTzJcp4.png]" class="mycode_img" /></div>
<hr></hr>
<span style="font-weight: bold;" class="mycode_b"><span style="color: #dd2423;" class="mycode_color">The Barracks</span></span><br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><img src="https://i.imgur.com/njeKnNU.png" loading="lazy"  alt="[Image: njeKnNU.png]" class="mycode_img" /></div>
<br />
The central portion of the stronghold composes barracks for the stationed Imperial army soldiers. There are some terminals dedicated to auxilliary ship functions and three seperate rooms. Inside each room are a series of bunk beds and equipment locks, enough for all 20 soldiers to have a place to sleep and store any armour or uniforms. There are few luxuries here, the small ship can scarcely spare room for non-functional space.<br />
<hr></hr>
<span style="font-weight: bold;" class="mycode_b"><span style="color: #dd2423;" class="mycode_color">The Bridge</span></span><br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><img src="https://i.imgur.com/XmXZFqG.png" loading="lazy"  alt="[Image: XmXZFqG.png]" class="mycode_img" /></div>
<br />
The beating heart of The Herald, it allows the five bridge crew and Captain to have oversight of all ship functions and issue commands to engineers or gunners who are stationed on other decks. The bridge is not restricted, but it a work enviroment that requires being left alone to function properly. To one side are special quarters given to the Captain and the second in command of the ship, and the other side holds a relay station for the shield generator for emergency repairs.<br />
<hr></hr>
<span style="font-weight: bold;" class="mycode_b"><span style="color: #dd2423;" class="mycode_color">Briefing Room</span></span><br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><img src="https://i.imgur.com/YftOTP1.png" loading="lazy"  alt="[Image: YftOTP1.png]" class="mycode_img" /></div>
<br />
The tactical center of The Herald, is contains numbers of consoles that allow for precise manipulation of holo-data that can be uploaded through dataspikes, or to import data from the ships many exterior sensor systems. There are also several parts in here dedicated to engineering as the room was repurposed when retrofitted to suit Leviathan's needs.<br />
<hr></hr>
<span style="font-weight: bold;" class="mycode_b"><span style="color: #dd2423;" class="mycode_color">The Armoury</span></span><br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><img src="https://i.imgur.com/GojHBBS.png" loading="lazy"  alt="[Image: GojHBBS.png]" class="mycode_img" /></div>
<br />
Where most other equipment for the embarked Imperials can be stored, ranging from weapons to grenades to jump packs. Anything not required at all hours is to be kept in the armoury to prevent misfiring of equipment. There are several lockers, enough to store most small items soldiers may want, and allows them the full range of options when deploying for missions. Vehicles are too large to kept here and are instead in cargo. This is also the one room with enough space to facilitate leisure, with a small table and pair of seats.<br />
<hr></hr>
<span style="font-weight: bold;" class="mycode_b"><span style="color: #dd2423;" class="mycode_color">The Hallways</span></span><br />
<br />
Not strictly part of the ship, due to the small size of the ship and the large size of the stronghold the decision has been taken to say that the hallways of the stronghold are actually elevators, and thus will require a bit more imagination for roleplay.]]></content:encoded>
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		<item>
			<title><![CDATA[A SH Hub for RP!]]></title>
			<link>https://www.horuset.com/showthread.php?tid=356</link>
			<pubDate>Tue, 25 Apr 2023 09:06:36 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.horuset.com/member.php?action=profile&uid=3">Trips</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.horuset.com/showthread.php?tid=356</guid>
			<description><![CDATA[Hello everyone,<br />
<br />
I spent the past few weeks decorating my personal fleet SH for the use of the guild!<br />
<br />
Currently each room is a different backdrop ICly. Available so far are:<br />
<br />
<img src="https://i.imgur.com/m21Gszs.png" loading="lazy"  alt="[Image: m21Gszs.png]" class="mycode_img" /><br />
<br />
Shuttle interior <a href="https://i.imgur.com/0huVnSk.png" target="_blank" rel="noopener" class="mycode_url">IMG1</a> / <a href="https://i.imgur.com/QSjOAAq.png" target="_blank" rel="noopener" class="mycode_url">IMG2</a>\<br />
<br />
A hallway with -the- elevator connecting both the:<ul class="mycode_list"><li>Morgue <a href="https://imgur.com/a/W5mrrgb" target="_blank" rel="noopener" class="mycode_url">IMG1</a> / <a href="https://i.imgur.com/XeWERWD.png" target="_blank" rel="noopener" class="mycode_url">IMG2</a><br />
</li>
<li>Blademaster's Office<br />
</li>
</ul>
<br />
If you'd like access to these for your OPS uses, or random RP, please do let me know on Daxze, Ashtâ or Suffor and I'll gladly provide Silver keys!]]></description>
			<content:encoded><![CDATA[Hello everyone,<br />
<br />
I spent the past few weeks decorating my personal fleet SH for the use of the guild!<br />
<br />
Currently each room is a different backdrop ICly. Available so far are:<br />
<br />
<img src="https://i.imgur.com/m21Gszs.png" loading="lazy"  alt="[Image: m21Gszs.png]" class="mycode_img" /><br />
<br />
Shuttle interior <a href="https://i.imgur.com/0huVnSk.png" target="_blank" rel="noopener" class="mycode_url">IMG1</a> / <a href="https://i.imgur.com/QSjOAAq.png" target="_blank" rel="noopener" class="mycode_url">IMG2</a>\<br />
<br />
A hallway with -the- elevator connecting both the:<ul class="mycode_list"><li>Morgue <a href="https://imgur.com/a/W5mrrgb" target="_blank" rel="noopener" class="mycode_url">IMG1</a> / <a href="https://i.imgur.com/XeWERWD.png" target="_blank" rel="noopener" class="mycode_url">IMG2</a><br />
</li>
<li>Blademaster's Office<br />
</li>
</ul>
<br />
If you'd like access to these for your OPS uses, or random RP, please do let me know on Daxze, Ashtâ or Suffor and I'll gladly provide Silver keys!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[NPC Directory]]></title>
			<link>https://www.horuset.com/showthread.php?tid=328</link>
			<pubDate>Mon, 24 Apr 2023 21:38:48 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.horuset.com/member.php?action=profile&uid=2">Joslae</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.horuset.com/showthread.php?tid=328</guid>
			<description><![CDATA[<hr></hr>
<div style="text-align: center;" class="mycode_align"><span style="color: #dd2423;" class="mycode_color"><span style="font-size:5"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Introduction</span></span></span></span></div>
<hr></hr>
This is a thread to contain a list of non-player characters that have appeared in events or general RP, a tool for GMs and potential GMs to pick from and include previous character names in new and original stories for Horuset. <br />
Anyone may reply with information about an NPC they have used previously using the format listed below and allow the character to be added to the guild directory.<br />
As for using the NPCs listed here, GMs should be messaging the original owner of the NPC for permission to use the NPC in an upcoming event or story; then the GM and NPC owner can quickly talk about how that character can potentially be used.<br />
<hr></hr>
<div class="spoiler_wrap"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onClick="$(this).parent().parent('.spoiler_wrap').children('.spoiler_body').toggle(100);">NPC Format</a></div><div class="spoiler_body" style="display: none; border: 1px black solid; padding:5px; width:90%;">
<span style="font-weight: bold;" class="mycode_b"><span style="color: #dd2423;" class="mycode_color">NPC Name:</span></span> Character Name.<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #dd2423;" class="mycode_color">NPC Image:</span></span> Optional.<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #dd2423;" class="mycode_color">Brief Desription:</span></span> A few sentences desribing the characters personality and general role in events or stories, alongside their relationship with House Horuset.<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #dd2423;" class="mycode_color">Faction:</span></span> An NPC usually falls into Imperial, Republic, or Neutral archetypes.<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #dd2423;" class="mycode_color">Notable Activities:</span></span> A sentence or two briefly talking about previous interactions with House Horuset in events or story arcs.<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #dd2423;" class="mycode_color">Last Known Appearance:</span></span> The last time they were seen by the guild and the details of that appearance. This will be updated and outdated information can be moved into Notable Activities.<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #dd2423;" class="mycode_color">Character Owner:</span></span> The player originally responsible for creating this NPC, and who you need to ask for permission to use.</div></div><hr></hr>
<div style="text-align: center;" class="mycode_align"><span style="color: #dd2423;" class="mycode_color"><span style="font-size:5"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Imperial Characters:</span></span></span></span></div>
<br />
<br />
<br />
<a href="https://www.horuset.com/forum/m/42275839/viewthread/33615677-npc-directory/post/139968905#p139968905" target="_blank" rel="noopener" class="mycode_url">Jaa Walder</a><br />
<a href="https://www.horuset.com/forum/m/42275839/viewthread/33615677-npc-directory/post/139968906#p139968906" target="_blank" rel="noopener" class="mycode_url">Ensign Poole</a><br />
<a href="https://www.horuset.com/forum/m/42275839/viewthread/33615677-npc-directory/post/139968907#p139968907" target="_blank" rel="noopener" class="mycode_url">Governor Decon</a><br />
<a href="https://www.horuset.com/forum/m/42275839/viewthread/33615677-npc-directory/post/139968912#p139968912" target="_blank" rel="noopener" class="mycode_url">Phyara Vakal-ha</a><br />
<a href="https://www.horuset.com/forum/page/2/m/42275839/viewthread/33615677-npc-directory/post/139984455#p139984455" target="_blank" rel="noopener" class="mycode_url">Sith Arcavonas</a><br />
<a href="https://www.horuset.com/forum/m/42275839/viewthread/33615677-npc-directory/post/140039602#p140039602" target="_blank" rel="noopener" class="mycode_url">Doctor Dugert Mengel</a><br />
<div style="text-align: center;" class="mycode_align">
<a href="https://www.horuset.com/forum/m/42275839/viewthread/33615677-npc-directory/post/140049145#p140049145" target="_blank" rel="noopener" class="mycode_url">Lillia Augst</a><br />
<a href="https://www.horuset.com/forum/m/42275839/viewthread/33615677-npc-directory/post/140048558#p140048558" target="_blank" rel="noopener" class="mycode_url">Captain Atticus Finch</a><br />
<a href="https://www.horuset.com/forum/page/2/m/42275839/viewthread/33615677-npc-directory/post/140049145#p140049145" target="_blank" rel="noopener" class="mycode_url">Ensign Lillia Augst</a><br />
<a href="https://www.horuset.com/forum/page/2/m/42275839/viewthread/33615677-npc-directory/post/140053034#p140053034" target="_blank" rel="noopener" class="mycode_url">Viscountess Geria Lothoss</a><br />
<a href="https://www.horuset.com/forum/page/2/m/42275839/viewthread/33615677-npc-directory/post/140053036#p140053036" target="_blank" rel="noopener" class="mycode_url">Archduchess Requa</a><br />
<a href="https://www.horuset.com/forum/page/2/m/42275839/viewthread/33615677-npc-directory/post/140053041#p140053041" target="_blank" rel="noopener" class="mycode_url">Zarvia</a><br />
<a href="https://www.horuset.com/forum/page/2/m/42275839/viewthread/33615677-npc-directory/post/140053112#p140053112" target="_blank" rel="noopener" class="mycode_url">Seranna Dactrin</a><br />
<a href="https://www.horuset.com/forum/m/42275839/viewthread/33615677-npc-directory/post/140106902#p140106902" target="_blank" rel="noopener" class="mycode_url">Seranna Dactrin</a></div>
<hr></hr>
<div style="text-align: center;" class="mycode_align"><span style="color: #dd2423;" class="mycode_color"><span style="font-size:5"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Republic Characters:</span></span></span></span></div>
<br />
<div style="text-align: center;" class="mycode_align"><a href="https://www.horuset.com/forum/m/42275839/viewthread/33615677-npc-directory/post/139978597#p139978597" target="_blank" rel="noopener" class="mycode_url">Corran Kyrell</a><br />
<a href="https://www.horuset.com/forum/m/42275839/viewthread/33615677-npc-directory/post/139980726#p139980726" target="_blank" rel="noopener" class="mycode_url">General Vise Willburg</a><br />
<a href="https://www.horuset.com/forum/m/42275839/viewthread/33615677-npc-directory/post/139980733#p139980733" target="_blank" rel="noopener" class="mycode_url">Major Manel Scyles</a><br />
<a href="https://www.horuset.com/forum/m/42275839/viewthread/33615677-npc-directory/post/139980746#p139980746" target="_blank" rel="noopener" class="mycode_url">Master Maila Miho</a><br />
<a href="https://www.horuset.com/forum/m/42275839/viewthread/33615677-npc-directory/post/139982597#p139982597" target="_blank" rel="noopener" class="mycode_url">Master Phellin Dohn</a><br />
<a href="https://www.horuset.com/forum/page/2/m/42275839/viewthread/33615677-npc-directory/post/140050394#p140050394" target="_blank" rel="noopener" class="mycode_url">Silas Akrius</a></div>
<hr></hr>
<div style="text-align: center;" class="mycode_align"><span style="color: #dd2423;" class="mycode_color"><span style="font-size:5"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Neutral/Underworld Characters:</span></span></span></span></div>
<hr></hr>]]></description>
			<content:encoded><![CDATA[<hr></hr>
<div style="text-align: center;" class="mycode_align"><span style="color: #dd2423;" class="mycode_color"><span style="font-size:5"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Introduction</span></span></span></span></div>
<hr></hr>
This is a thread to contain a list of non-player characters that have appeared in events or general RP, a tool for GMs and potential GMs to pick from and include previous character names in new and original stories for Horuset. <br />
Anyone may reply with information about an NPC they have used previously using the format listed below and allow the character to be added to the guild directory.<br />
As for using the NPCs listed here, GMs should be messaging the original owner of the NPC for permission to use the NPC in an upcoming event or story; then the GM and NPC owner can quickly talk about how that character can potentially be used.<br />
<hr></hr>
<div class="spoiler_wrap"><div class="spoiler_header">Spoiler: <a href="javascript:void(0);" onClick="$(this).parent().parent('.spoiler_wrap').children('.spoiler_body').toggle(100);">NPC Format</a></div><div class="spoiler_body" style="display: none; border: 1px black solid; padding:5px; width:90%;">
<span style="font-weight: bold;" class="mycode_b"><span style="color: #dd2423;" class="mycode_color">NPC Name:</span></span> Character Name.<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #dd2423;" class="mycode_color">NPC Image:</span></span> Optional.<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #dd2423;" class="mycode_color">Brief Desription:</span></span> A few sentences desribing the characters personality and general role in events or stories, alongside their relationship with House Horuset.<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #dd2423;" class="mycode_color">Faction:</span></span> An NPC usually falls into Imperial, Republic, or Neutral archetypes.<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #dd2423;" class="mycode_color">Notable Activities:</span></span> A sentence or two briefly talking about previous interactions with House Horuset in events or story arcs.<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #dd2423;" class="mycode_color">Last Known Appearance:</span></span> The last time they were seen by the guild and the details of that appearance. This will be updated and outdated information can be moved into Notable Activities.<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #dd2423;" class="mycode_color">Character Owner:</span></span> The player originally responsible for creating this NPC, and who you need to ask for permission to use.</div></div><hr></hr>
<div style="text-align: center;" class="mycode_align"><span style="color: #dd2423;" class="mycode_color"><span style="font-size:5"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Imperial Characters:</span></span></span></span></div>
<br />
<br />
<br />
<a href="https://www.horuset.com/forum/m/42275839/viewthread/33615677-npc-directory/post/139968905#p139968905" target="_blank" rel="noopener" class="mycode_url">Jaa Walder</a><br />
<a href="https://www.horuset.com/forum/m/42275839/viewthread/33615677-npc-directory/post/139968906#p139968906" target="_blank" rel="noopener" class="mycode_url">Ensign Poole</a><br />
<a href="https://www.horuset.com/forum/m/42275839/viewthread/33615677-npc-directory/post/139968907#p139968907" target="_blank" rel="noopener" class="mycode_url">Governor Decon</a><br />
<a href="https://www.horuset.com/forum/m/42275839/viewthread/33615677-npc-directory/post/139968912#p139968912" target="_blank" rel="noopener" class="mycode_url">Phyara Vakal-ha</a><br />
<a href="https://www.horuset.com/forum/page/2/m/42275839/viewthread/33615677-npc-directory/post/139984455#p139984455" target="_blank" rel="noopener" class="mycode_url">Sith Arcavonas</a><br />
<a href="https://www.horuset.com/forum/m/42275839/viewthread/33615677-npc-directory/post/140039602#p140039602" target="_blank" rel="noopener" class="mycode_url">Doctor Dugert Mengel</a><br />
<div style="text-align: center;" class="mycode_align">
<a href="https://www.horuset.com/forum/m/42275839/viewthread/33615677-npc-directory/post/140049145#p140049145" target="_blank" rel="noopener" class="mycode_url">Lillia Augst</a><br />
<a href="https://www.horuset.com/forum/m/42275839/viewthread/33615677-npc-directory/post/140048558#p140048558" target="_blank" rel="noopener" class="mycode_url">Captain Atticus Finch</a><br />
<a href="https://www.horuset.com/forum/page/2/m/42275839/viewthread/33615677-npc-directory/post/140049145#p140049145" target="_blank" rel="noopener" class="mycode_url">Ensign Lillia Augst</a><br />
<a href="https://www.horuset.com/forum/page/2/m/42275839/viewthread/33615677-npc-directory/post/140053034#p140053034" target="_blank" rel="noopener" class="mycode_url">Viscountess Geria Lothoss</a><br />
<a href="https://www.horuset.com/forum/page/2/m/42275839/viewthread/33615677-npc-directory/post/140053036#p140053036" target="_blank" rel="noopener" class="mycode_url">Archduchess Requa</a><br />
<a href="https://www.horuset.com/forum/page/2/m/42275839/viewthread/33615677-npc-directory/post/140053041#p140053041" target="_blank" rel="noopener" class="mycode_url">Zarvia</a><br />
<a href="https://www.horuset.com/forum/page/2/m/42275839/viewthread/33615677-npc-directory/post/140053112#p140053112" target="_blank" rel="noopener" class="mycode_url">Seranna Dactrin</a><br />
<a href="https://www.horuset.com/forum/m/42275839/viewthread/33615677-npc-directory/post/140106902#p140106902" target="_blank" rel="noopener" class="mycode_url">Seranna Dactrin</a></div>
<hr></hr>
<div style="text-align: center;" class="mycode_align"><span style="color: #dd2423;" class="mycode_color"><span style="font-size:5"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Republic Characters:</span></span></span></span></div>
<br />
<div style="text-align: center;" class="mycode_align"><a href="https://www.horuset.com/forum/m/42275839/viewthread/33615677-npc-directory/post/139978597#p139978597" target="_blank" rel="noopener" class="mycode_url">Corran Kyrell</a><br />
<a href="https://www.horuset.com/forum/m/42275839/viewthread/33615677-npc-directory/post/139980726#p139980726" target="_blank" rel="noopener" class="mycode_url">General Vise Willburg</a><br />
<a href="https://www.horuset.com/forum/m/42275839/viewthread/33615677-npc-directory/post/139980733#p139980733" target="_blank" rel="noopener" class="mycode_url">Major Manel Scyles</a><br />
<a href="https://www.horuset.com/forum/m/42275839/viewthread/33615677-npc-directory/post/139980746#p139980746" target="_blank" rel="noopener" class="mycode_url">Master Maila Miho</a><br />
<a href="https://www.horuset.com/forum/m/42275839/viewthread/33615677-npc-directory/post/139982597#p139982597" target="_blank" rel="noopener" class="mycode_url">Master Phellin Dohn</a><br />
<a href="https://www.horuset.com/forum/page/2/m/42275839/viewthread/33615677-npc-directory/post/140050394#p140050394" target="_blank" rel="noopener" class="mycode_url">Silas Akrius</a></div>
<hr></hr>
<div style="text-align: center;" class="mycode_align"><span style="color: #dd2423;" class="mycode_color"><span style="font-size:5"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Neutral/Underworld Characters:</span></span></span></span></div>
<hr></hr>]]></content:encoded>
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