Fade Rift Mods (
faderifting) wrote2019-08-25 10:30 pm
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Plot Requests & Suggestions
PLOT REQUESTS & SUGGESTIONS
The world of Dragon Age is big and open and many of our players know at least as much about it as the mods. We hope that Fade Rift will be a collaborative effort where players feel free to contribute and to take ownership of the setting and of the game's direction. To that end, we strongly encourage player plots. We're also always open to ideas if players have something in mind but feel for some reason that they can't run a prospective plot themselves.
In all cases, we'll get back to you as soon as we're able! (Please make sure to note if your request is urgent so we can prioritize it.) Not every idea will be viable as-written, or necessarily at all, but we will do our best to help find ways to fit the things players want to do in around setting constraints or behind-the-scenes plot considerations whenever we can.
Comments to this post are screened. And if you need to reference older plot or info requests, our previous page is here.
PLAYER PLOTS
These are plots that a player runs, which includes posting any OOC sign-ups, logs, and info, as well as GMing for other players as needed or desired. These plots can involve the plot-runner's character or not, and they can either be personal in nature ("let's go rescue my brother!") or be relevant to the war effort and mod plot ("let's go spy on an enemy!"). For more info on what sorts of activities require a plot request and what don't, please take a look at the FAQ.
Please note that “dibs” on a particular event/location/NPC for a player plot will last for approximately three months after the plot’s submission or proposed date, whichever is later. If you’re delayed longer than three months but still plan to run something, please check in with us. Otherwise we’ll allow new plot requests that may overlap with your proposal to go ahead without consulting you.
To submit a player plot, respond to the body of this post with the following form:
PROJECT PROPOSALS
IC, projects are the result of characters being put in charge of achieving a goal that's bigger than just one mission. They'll be responsible for figuring out how to achieve it, pulling people in to help as needed, and deciding how to use the funding and resources at their disposal. Our default assumption is that this goal will also be the character's idea/proposal, or at least something they're interested in and take initiative to volunteer to spearhead, so they can take the IC credit for your OOC ideas as well. But if it’s not IC for them to take initiative on it, it may be possible for the div heads to assign it to them, depending on the circumstances.)
OOC, projects are essentially a series of player plots. The difference between proposing a project and proposing a player plot is that with a project, we work with you to establish an end goal up front. Rather than doing three or five player plots that try to inch toward an achievement, hoping that we'll eventually say "you did it! you cracked it!" and let you achieve something big, we'll just all agree up front what steps need to be taken to reach the desired end point, such as: "They'll have to figure out this part through research, and they'll have to go find an artifact to help, and they'll have to convince a this mage to help, and that should do it." From there you can expand the steps into plots and be confident they're going to pay off at the end.
Outside of very unusual circumstances you'll be required to make your project open for other characters to sign on to assist. A project can't be something your character is doing alone or with a closed/preselected team. For solo or closed plot efforts, you can continue submitting info requests and player plots the usual way. (As a reminder, player plots can also be official Riftwatch missions!) Project goals must be goals that Riftwatch would realistically pursue and sign off on; "overthrow the Empress" can't be a project goal because it is both bigger and more controversial than anything they could get away with really doing.
More details and some examples can be found in the form below.
PLOT SUGGESTIONS
If there's some aspect of Thedas you think we should explore or some conflict or plot element you want to see addressed but don't want to run yourself, you can suggest them! This includes:
- Conflicts, regions, etc., you want the game to address somehow.
- War table assignment ideas that your character wouldn't propose IC, which we'll pass along to the relevant people.
- Status effect/CR-focused event ideas.
- Requests for certain types of plots/missions, like "more diplomacy opportunities suited to nonhumans.”
INFO REQUESTS
If your character is looking into something—reading books, conducting experiments, writing to ask NPCs for information, etc.—that falls short of a plot request, or you need to know what's going on somewhere we haven't mentioned lately to be able to start plotting about it, let us know here.
Please keep in mind that these requests must be specific. "My character is reading about the Fade; what will they learn?" is too broad. "My character is researching previous instances of individuals physically entering the Fade; beyond those in canon, are there any in FR's universe I should know about?" is specific.
AFTERWARDS
As a final note, if you run a plot that pertains to the war effort/larger plot, or if you submit an info request and get something back that your character should/would logically share with the rest of the organization, please file a report using the form on
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In terms of prior examples, Colin will be able to find two references to longterm magebane use.
One is an account of a single individual, a noble-born mage from several ages prior who was apparently fed magebane by her mother from the time she first began showing signs of magic in early childhood. The mother unexpectedly died when the girl was in her late teens without making arrangements for the magebane diet to continue, and a few months after she died, the girl began exhibiting signs of magic again and was taken to a Circle after she accidentally lit a romantic rival's dress on fire during a ball. (The magebane ploy was discovered via the mother's papers by the father in the aftermath of this event and confessed to the Templars etc.) The enchanter who wrote the account taught the girl afterwards and notes that she took a long time after arriving at the Circle to be able to reliably call on her magic, and that when she did successfully do so, it sometimes spiked uncontrollably. The enchanter makes allowances for the possibility that she just wasn't a very good mage, but he also believes that the prolonged repression of her magic during her childhood meant she could not develop the "mental muscles" necessary to control it once she was suddenly in full possession of her power. There's no mention of other physical side effects, but it's also only a short excerpt from a book that's focused specifically on the importance of early intervention with young mages, rather than anything meant to be comprehensive. But there's also no mention of an early death or other tragedy, and apparently neither the girl nor anyone else in the family suspected she was being dosed for the better part of a decade, so non-magical side-effects cannot have been severe.
The second account is more comprehensive, from a Circle that experimented with administering low doses of magebane to a group of post-Harrowing volunteers who weren't too concerned about demons but had difficulty controlling their magic and were interested in just not having to worry about it so much. The mages reported side effects such as mild dehydration and occasional queasiness, especially when they took their doses without food. One wound up with severe stomach ulcers, but was considered to probably be an outlier.
The mages were eventually all phased off of the magebane. Some were phased off as a control group after about a year of use. The remainder were phased off a few at a time as they began exhibiting minor symptoms of mana imbalance, similar to those experienced by mages who overuse processed lyrium to augment their spellcasting. Specifically, at varying times after the one-year mark, despite lacking access to their magic, they began to feel dizziness and sometimes hear voices while awake. The longest a mage lasted without reporting these symptoms was three years, and the author of the study notes a suspicion that the mage actually felt the symptoms earlier but lied about it due to fearing a return to full power. All mages recuperated from the mana imbalance shortly after they stopped taking the magebane, and none had such severe cases that they entered the Fade while awake.
All of the mages, once taken off magebane, took some time to regain access to their abilities. On average it took about a week for every month they had spent participating in the experiment for them to reach their previous power level. (In the study, this was initially considered a positive thing, with some hope that the effect would be permanent, followed by disappointment that it wasn't.) A few of the mages, but not all, reported more difficulty than before with controlling their power level—being unable to cast at some times, or casting spells bigger and more powerful than intended at others—for up to a year afterwards.