Health can be recovered through use of magic or a potion. But don’t worry about dying; you can always try again!
During a character’s travels in Mydreign, it’s likely that they will want to go somewhere difficult to get to, come up against an enemy that wishes them harm, try to stop someone else’s plans, or try to perform plans someone else might want to stop. These are conflicts and contested actions.
We want all of these contested actions to be fun. You will always get something out of an action, whether that’s information, resources, contacts, or new perspectives on a part of the game. No matter what happens to your character, we want to make both success and failure engaging and entertaining, raising interesting new issues and forming part of your character’s arc.
We aim to be generous in resolving your characters’ exploits; we want to be fans of your characters and give them (and you) the most satisfying arcs we can. In turn, we hope that players will feel able to explore the setting and be bold and dramatic with their storytelling.
We envisage Player vs. Environment (PvE) to be the main form of conflict within New Game Plus, typically happening during Linears or Turnsheets. Most of the time, players may freely narrate themselves performing simple actions as appropriate for their character's abilities. It is only when these actions have a more dramatic or significant impact on the world around them that a GM must adjudicate.
When attempting to perform such an action, a player should state their character's appropriate Skills and specialties, as well as any particular items, plans or pieces of information that they wish to make use of to maximise their chances of success. You may also wish to note any risks or potential consequences that you are willing to take to achieve your goal, as doing so may increase your chances of success.
Most actions are limited to one round of adjudication per problem for the sake of time. Please do not attempt actions with the sole intent of setting up further actions, as these should usually be combined into one.
If you wish to perform such an action during uptime outside of Linears, please contact a by pinging the @GM role on discord, stating the above information. It should be noted that responses in Uptimes might be slightly delayed, as GMs will need to discuss and come up with the outcomes in real time; we ask that you be patient, especially in the event of particularly ambitious plans. Do not expect to perform multiple ambitious actions during uptime unless participating in a Linear.
While NG+ is focused primarily around cooperation, there may be situations where player characters come into direct conflict with each other. Players are expected to handle such situations respectfully; conflicts should remain in-character and not relate to or cause out-of-character arguments.
In general, so long as neither player expects their actions to affect the world around them in the way that a PvE action might, Player vs Player interaction does not require a GM to adjudicate. The players involved should discuss out-of-character what they want to happen and come to a mutually acceptable conclusion. The mechanics of PvE conflict may be used in a symmetric manner, but players may prefer to simply choose based on what they believe would make for the more interesting or satisfying story.
If players are unable to come to an agreement by themselves, they may contact a GM to assist in resolving the conflict, but should note that other matters take priority. Should there be a situation that calls for GM adjudication, it will be one round of adjudication per problem needing a resolution. To do this during uptime, please @ a GM, state what your character's plan and goal is, and their relevant skills in the same message.
If a character receives a major injury during the course of the game, this will be represented by the character being given a negative Quirk. Injury Quirks will vary from case to case based on the nature of the injury. Some may limit the use of a Skill or Quirk in some way, while others may introduce other obstacles for the character.
As the effect of an injury changes based on the nature of the injury itself, so too does the healing process. Some may just require time, while others can be helped by someone specialised in healing with the Explore Skill. Of course, an injury might also not heal, if that is what a player decides.
However, for some injuries, it may also be possible for them to worsen. For example, if a character receives a stab wound and overworks it without getting it checked out, the injury may progress to something more severe. GMs will signpost when an action has the potential of affecting an injury in this way.
Finally, if injuries are too severe or received in too rapid succession, it is possible for a character to die. We want to make clear that death is not the end for a character in New Game Plus; in fact, it may even lead to new discoveries about the setting. As with worsening injuries, GMs will signpost when an action could potentially lead to character death.