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Our Mission & Values

(This document is to be revised, so far it only outlines some of the general key concepts)

Professionalism

While small hobby projects have their own magic to them, we strive for a sense of completeness and professionalism. Hopefully without losing that spark of magic. Our systems, processes, environment and communication should all be friendly to the end user. People should be able to interact with our systems with ease and feel welcomed and comfortable.

Transparency

We are open and transparent about what we do and try our best to keep our community well informed. Most importantly, all the systems and rulings should be very well documented in one place - on this wiki. There shall be no hidden rulings. Whenever a ruling is made, or a question is answered, it should be added into the public documentation.

Dynamic Story

There should be an overarching story that DMs can reference and highlight in their events, that players can truly interact with, and even influence. The world should feel dynamic, everyone should have the chance to experience the feeling of being important albeit small part of what's moving the story forward, or in any other direction. Just as in tabletop players can turn the story in an unexpected direction that DM didn't even think of.

Community First

This is one of the most difficult if not the most difficult things to do right. However, staying connected with players even as the project might grow is of utmost importance. People should feel heard, and they should be able to have fun thanks to us, not in spite of us. The server should be, within the bounds of the settings and the rules, a place where players are enabled to have their cool, interesting and fun creative roleplay ideas come to life.

Innovative Design

Our systems shouldn't just follow all the trends of the past, they should push the boundaries and bring in some fresh air.

Meaningful Conflict

Forget PvP for the sake of PvP, little to no consequences, and instant and cheap healing. There should be war. But it should have meaning in the story. Every battle should feel like it matters. And people should choose their battles, they should also know when it's better to just flee - to avoid harsh consequences. All while keeping in mind solo players and antags, and especially solo antags - because they tend to have it most difficult on any server.