User:Pineapple/Sandbox/Values
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| == Our Mission & Values ==
(This document is to be revised, so far it only outlines some of the general key concepts) ProfessionalismWhile small hobby projects have their own magic to them, players should experience professionalism when interacting and communicating with the systems, environment and staff of Avardon. When interacting with Avardon's staff team and its systems, players should always feel welcome and comfortable. Professionalism extends to the design and release of in-game systems which should be polished and complete. TransparencyAvardon is open and transparent about what we do and we keep our community well informed. All systems, policies, and rulings should be correctly documented in one place - on this wiki. Whenever a ruling is made or a question is answered it should be added into the public documentation. Dynamic StoryThere will be an overarching and dynamic story. Storytellers will make the narrative accessible to players through events. The world is dynamic and everyone has the chance to feel a meaningful if small part of the server narrative. Just like in tabletop roleplaying, players must have the chance to direct the story even in a direction that staff did not anticipate. Community FirstAvardon staff must remain closely connected and in touch with the community throughout its growth. The community must be able to express itself and feel as though it is being heard. The purpose of the staff team must always be to enable rather than be a hindrance to fun and storytelling within the framework of the rules. The staff team must do their best to enable cool, interesting and fun narrative and roleplaying ideas. Innovative DesignOur systems shall not be bound by past interpretations of tabletop mechanics. The system should innovate and develop with a focus on player experience and enjoyment without feeling limited by a desire to emulate previously established paradigms. Meaningful ConflictOn Avardon, conflict exists as a meaningful way to develop narrative. That means that winning and losing conflict has significant consequences. Avardon encourages players to consider carefully whether to engage in conflict from an in-character perspective when at risk of potentially harsh consequences. Simultaneously, the PvP systems on Avardon do not exist for their own sake. Players with a 'play to win' mentality shall be harshly discouraged. |
== Our Mission & Values ==
(This document is to be revised, so far it only outlines some of the general key concepts) ProfessionalismWhile 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. TransparencyWe 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 StoryThere 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 FirstThis 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 DesignOur systems shouldn't just follow all the trends of the past, they should push the boundaries and bring in some fresh air. Meaningful ConflictForget 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. |