Clear Goals: e.g., secure a mine, repair a shelter, map risky tunnels, rebuild a home, find a lost pet.
Fair Resolution: dice/stats, puzzles, riddles, or factual Q&A (right/wrong), or narrative judgement calls.
Unlimited Participation: no cap on how many MQs you host or join.
Hosting Guidance
Direct Play: present IC obstacles and react to player choices.
Tailor Prompts: give each participant a unique challenge aligned to their role.
Consent Envelope: minor injuries/setbacks are implied by joining; lasting harm requires explicit consent.
Example
Old iron mines in the Marrows were abandoned after a cave-in. The Doe family returns to stabilize the tunnels and recover what they can.
- John Doe (Host): Oversees the main chamber and assigns tasks, and takes whatever tasks remain. - Jane Doe: Reinforce compromised beams in the primary shaft. - David Doe: Explore deeper tunnels for salvage (tools, medical kits). - Mary Doe: Chart side passages and note hazards for future crews.
Complications for the Host to deploy: hairline cracks spreading under weight; buried crates beneath unstable scree; a forked route with “safe but slow” vs “fast but narrow.”
MQ+Main Quest
Features & Mechanics
High Stakes: success/failure can shift resources, borders, or faction influence.
Structure: Uses dice rolls against stats.
Consequences: abandoning or failing a MQ+ can create IC fallout.
Rewards: regional influence, access, reputation, assets (varies by quest).
Examples
- Fortify a border hamlet before monsters test the defenses. - Broker terms between rival work crews competing for the same seam. - Reopen a strategic pass clogged by a controlled rockfall.
GQGod Quest
Features & Mechanics
Unique Rewards: Loom-blessed abilities, items, or knowledge.
Transformative Risk: failure may cause loss, corruption, or lasting alteration.
Tailored Trials: challenges reflect the seeker’s nature, flaws, and prior choices.
Example Outcomes
- A magic item. - A new skill. - Secret plot information.
CQCharacter Quest
Features & Mechanics
Triggers: By request. In #tag-staff on Discord, @staff that you're requesting a CQ, which character it's for, and what their goal is. Staff will respond with your quest.
Progression: can evolve into an LQ if conditions align.
Rewards: magic items, a change in station, a new companion, etc.
Examples of IC Quest Tasks
- A foreman entrusts David Doe to recover a lost ledger from a condemned shaft and reopen a mine. - A councilor tasks Jane Doe with negotiating a truce between rival work crews. - The Loom responds to Mary Doe’s vigil with a trial only she can complete.
CQ+Core Quest
Core Mechanics
Turn-Based Play: strict initiative order unless stated otherwise; no out-of-turn posting.
Round Timing: approx. 6 seconds IC per round.
Action Economy (TL;DR): generally one major action (attack/throw/etc.) plus movement. Faster extras may be allowed at admin discretion. Include a brief action summary at the end of each post, along with all weapons, armor, magic items, and companions brought into the quest.
Fleeing: allowed to attempt; not guaranteed to succeed.
Consequences & Expectations
Failure: can cause character death, regional losses, or plot delays.
Post Style: keep action-forward; minimize inner monologue.
Word Count: under 400 words target for pace.
No Post Edits: you may edit only before the person after you replies; once they reply, no more edits.
OOC Pace: 3 or fewer chars → 24h per round; 4–5 chars → 48h per round.
Example Expectations
“Jane Doe darts to the fallen beam, wedges a piton, and yanks the rope to lever it clear (Action: Brace structure). She retreats 10 ft toward cover.”