Quest Master Role Explanation:
Purpose:
The Questmaster (QM) role is a tried and true model that is meant to allow for the small story and player-assist elements of a DM with more flexibility to be community members within the playerbase itself. The role fills a very common niche, in that it allows trusted players with storytelling skill and the itch to DM the chance to play that role and enrich the world, without imposing on them all the administrative and authority requirements of a full DM. If properly staffed and implemented, the QM role can free up the DMs to focus on plots and their own plans, and limit their time spent fixing things and assisting players in-game for lack of a better person to do it, all the while providing small interactions with the setting that help make it feel alive. It also reduces the risk of DM burnout and the stress of a small team trying to handle a growing server's story needs.
Authority and Scope:
While the QMs would have DM Client access, their role would be limited to IC interactions and player assistance (stuck characters, profession rate adjustments, etc.) The following points will hold true for the QM role on TDN:
- A QM would have no authority to influence rules decisions, lore interpretations on behalf of the team, player applications, punishments for players, or other tasks normally reserved for a DM. If ever possible, the QM would be expected to contact a DM if any of these issues come up IG.
That all said, if a QM has to give a gut answer on something they're uncertain about that isn't explicitly worded in our setting changes or rules, they're allowed but have to still clear it after the fact with the DMs, who may concur or override it. Likewise, if a player is acting very inappropriately and OOC action has to be taken without a DM around while a QM is in the client, we would expect a QM to step in, mediate, or take action as necessary. If anything like this occurs, the QM must take careful record of the event through screenshots. The QM isn't expected to handle these events, but in lieu of a DM they may have to step in.
- The QM role would not involve the same storytelling scope as a DM might; in general, a QM should not require the creation of custom areas, NPCs, or other assets to fulfill their role. Their role should not extend to plots or to large events, but should instead be focused on smaller local interactions. Examples are given here:
- Possessing an NPC bartender, waitress, or guard to interact with players.
- Animating an NPC both to give more flavor to the area and to remind players that NPCs aren't to be ignored.
- Run one-on-one events for characters who have specific small requests, or whose RP would otherwise benefit from something personalized. Character backstories coming up during this are allowed, but records on it should be kept very diligently. If special NPCs are needed, ask the DMs and we can see to it.
- Facilitate dungeon runs through small plot hooks in order to get a milling group going somewhere.
- Facilitate exploration of new areas through DM plot hooks, that don't have to involve a dungeon at all.
- Interact with parties already in dungeons or traveling through atmospheric emotes or emotes through the perspective of monsters or other creatures. Bring the dungeon experience alive.
- Assist DMs running plots or larger events with managing of NPCs or combat encounters, split parties, or wayward PCs that would wish to be involved with the plot but wouldn't be able to easily integrate themselves otherwise.
- QMs will never have the authority to authorize a character Permadeath.
- Above all, keep things small and, where possible, mundane. Magic should remain special on TDN, and we would like to see its use limited, even in DM/QM interactions.
Rules and Requirements:
The QM would have a few special rules and requirements unique to them from those of a DM.
Recordkeeping: While the DM has more outright authority, we would want a QM to keep closer records of any of their meaningful interactions IG with PCs or NPCs. We have a DM Event Log that can be used to fill in interactions with PCs, or specific events with persistent NPCs.
Anything that might concern a DM, such as a lore subject, rules arbitration, player conflict, or anything similar needs to be addressed back to a DM. Screenshots or relayed messages are required in these cases, do not forget to take them especially if evidence of something will be needed in the future. QMs need not be afraid to do this even if they are player-side but see events transpire.
Time Requirement: While this is a "part time" position compared to what a DM should be doing, we still wished to have some baseline requirements for contribution. At the bare minimum, we would like a QM to be on the DM client and engaging with players at least once a week, though it's desirable that a QM does more and more often. We still want to consider QMs as part of the playerbase more so than as staff, so they're very encouraged to keep to their PCs as well.
Items and Rewards: QMs are allowed to reward players at the end of small events or dungeon experiences they were privy to. These awards should be very tempered and small, and never compare to the natural reward of the dungeon itself. XP rewards for RP are allowed, but should not surpass 200 XP for a total event, and otherwise be limited to 50 XP or 100 XP chunks as appropriate. Monetary and item rewards should be small as well.
QMs may not ever give out magic items. If one may be fitting, run this by a DM first. We have tracking scripts on all of our items through loot or DM-spawning, so we would be able to know how someone came about an unauthorized item.
Ethics: Anything applying to a DM applies here as well.
- A QM may not ever be on the client to spy on other players. If confronted with the chance to learn proprietary information while on the DM client, the QM should leave and ignore it.
- Needless to say, metagaming of any form is strictly prohibited. The QM role provides easy access to such information, and it's a QM's responsibility to avoid it and, if that isn't possible, fail to act on it and never spread it. Anything else is an abuse of power.
- Favoritism of any kind toward players would not be tolerated. Either preferring certain players in events, or distributing items of any significant monetary value or power is not allowed.
- Taking any acts that benefit your own character are also disallowed. The variations of this are many and varied, so we leave it up to the QMs' best judgement.
If any of these are violated, we will operate on a two-strike system: The first strike or evidence will result in a serious warning, and more careful scrutiny.
The second strike results in a loss of QM priveleges and access to the client, forums, or QM threads.
If the second strike is more than a mistake and is knowingly breaking the rules in any meaningful way, then we reserve the right to enact a temporary or even permanent ban on the QM themselves. We must hold ourselves and our representatives to the very highest standards, and we take great risks to our reputation if people that do not meet those standards get DM Client access.
Lore and Setting Information: Last but not least, we would heavily require any QM to be very knowledgeable of the FR setting as a whole, and our adaptation of it specifically.
We aim for consistency of delivery here, so if something isn't covered in these posts and isn't very standard FR lore, please direct questions to Danuvis or Aschent.
Equally, please be familiar with our class and spell and race changes, and how certain races are to be handled IG.
Rules and standards aside, we believe the QM role to be a very positive and inspired idea that could plug the gaps of DM interactions and allow creative players more time behind the DM wheel.