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turnsheeting [2024/12/30 18:15] – created gm_miketurnsheeting [2025/03/13 12:27] (current) gm_tamsin
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 ===== Summary ===== ===== Summary =====
-  * A turnsheet period represents  **one night** of in game time, when the [[family]] are asleep and the toys can move more freely.+  * A turnsheet period represents  **one day and night** of in game time.
   * You have **two actions** during this time.    * You have **two actions** during this time. 
-    * One action will be limited by your [[classes|class]]. +    * One daytime action - Jordan is at school, Dad is working in the office, you have an opportunity to act when there's no monsters around and there's light to see by
-    One action is yours to do whatever you want with.+    * One nighttime action - Jordan and the family are asleep, it's dark, and the [[Monsters]] are coming
 +  Between the daytime and nighttime action is playtime. This is when Jordan has time to play with their toys, and a brief description of what happens will appear in the [[News]] every turn. This is also when Jordan has a chance to notice any changes or injuries to the toys. This means that if you are injured on the nighttime action, you have the next turn's daytime action to fix the damage to try to prevent Jordan from noticing. Note that playtime itself is not an action - Jordan will play the games that they want to, and players have no direct influence on this.
   * You can also **trade items**, and do some **minor actions**   * You can also **trade items**, and do some **minor actions**
   * Actions with a plan are more likely to go according to said plan; actions where you have relevant skills, quirks, and any other advantages are more likely to be successful.   * Actions with a plan are more likely to go according to said plan; actions where you have relevant skills, quirks, and any other advantages are more likely to be successful.
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 === Writing Your Turnsheet === === Writing Your Turnsheet ===
-Turnsheets can be found on your user page towards the bottom. There will be a list of hyperlinks to pages called 'Turnsheet 1''Turnsheet 2' etc. If you click on these, you will be directed to a blank wiki page with the option to create the page by clicking on the pencil icon to the right hand side of the screen+Turnsheets can be found on your user page towards the bottom. There will be a list of "Create" links which will take you to the turnsheet formand "view" links which will take you to the page for the turnsheet
  
-You will then be able to edit the page! The edit window will come with a template that you just have to fill in with what your character wants to do. **Please do not delete the headings and tags, or alter the formatting** - they help us work out what you're trying to do, and make the actions much easier to parse! (you can delete the 'A one sentence (OOC) description of...' etc bits though!) 
  
-==== Actions ====+==The Form==
  
-=== Class Action === +If you click on the "create" link for a turnsheet, you will be taken to the turnsheet form pre-filled in for that turnsheet number.  Fill in the boxes with your actions, click submit, and then follow the link to make sure everything has gone through correctly.
-In each turnsheet, you may take one action defined by your [[classes|class]].+
  
-You can choose to change class as part of this action taking the action from your new classbut as your character will still be getting used to their new talents, this will result in some complications for that action (future actions in your new class are not affected)+Note that you cannot replace an already submitted turnsheet using this form if you wish to use the form again for the same turnsheetyou will need to delete what has already been submitted - follow the steps below for editing your turnsheet, and delete everything in the edit box before hitting save.  You will then be able to resumbit via the form.
  
-The scope of each class action is defined on the page for each class.+==Manual Creation or Editing== 
 +If you click on the "view" link before you have submitted the form, you will be directed to a blank wiki page with the option to create the page by clicking on the pencil icon to the right hand side of the screen
  
-New classes may become available during the gameas the toys discover more about the house and the monsters within - these will also have their associated actions.+You will then be able to edit this page! The edit window will come with a template that you just have to fill in with what your character wants to do. **Please do not delete the headings and tagsor alter the formatting** - they help us work out what you're trying to do, and make the actions much easier to parse! (you can delete the 'A one sentence (OOC) description of...' etc bits though!)
  
-=== Freeform Action ===+The same process can be used to edit an already submitted turnsheet (which you are allowed to do up to the usual turnsheet deadline). 
 + 
 +==== Actions ====
  
-They can be anything you can think of that your character might reasonably doWe will try to interpret your planalong with any external factors involvedwhen adjudicating what happened in your turnsheet responseTelling us what outcome you want is often a good way to be clear about what you're trying to achieve.+=== Daytime === 
 +In each turnsheet, you may take one action during the dayThere will generally be a few hours where the house is quiet enough for toys to leave Jordan's room - Jordan and Kelly might be at schoolor out at a cluband Dad might be in the office workingThere are no monsters to worry about, unless you venture into the attic, and it's an ideal time to socialise, explore the house, or prepare for the night ahead.
  
-Generallyanything that hangs together coherently as a single subject can be done with this action. If you are trying to do two things with wildly different scope within the same action, you are less likely to achieve either of them - trying to fit in too much in a single action may not give you the results you want+=== Nighttime === 
 +Everyone in the house is asleepso there's less likely to be rooms you can't access, but at the same time it's dark so exploration is more hazardous. Alsoat night, the monsters come for Jordan - so you'll need to make sure enough toys are defending the room.
  
 === Writing Actions === === Writing Actions ===
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 == Traits, Resources & People Involved == == Traits, Resources & People Involved ==
  
-The most important part of any plan is having the resources to pull it off. In Night Knights, your character and equipment that has been made or scavenged grant you certain traits. Simply having a trait is not helpful unless you can exploit it as part of an action. “Throw my Animal Magnetism at X problem” is not a plan and won't get you very far, especially if X is an inanimate object. “Use my Animal Magnetism to persuade the squirrels in the garden to steal X and take it out of the house” is much better. +The most important part of any plan is having the resources to pull it off. In Night Knights, your character and equipment that has been made or scavenged grant you certain traits. Simply having a trait is not helpful unless you can exploit it as part of an action. “Throw my Animal Magnetism Power at X problem” is not a plan and won't get you very far, especially if X is an inanimate object. “Use my Animal Magnetism to persuade the squirrels in the garden to steal X and take it out of the house” is much better. 
  
 Positive traits which you are relying on for an action should be listed below that action. You can also list negative traits which you think are likely to come up in that action — this won't change how often your negative traits affect you((for better or for worse)), but it can make the GM's life easier. Positive traits which you are relying on for an action should be listed below that action. You can also list negative traits which you think are likely to come up in that action — this won't change how often your negative traits affect you((for better or for worse)), but it can make the GM's life easier.
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 Note that if you pass items to someone else in emails or in session, you should also record that trade in your next turnsheet - this makes it much easier for the GM team to keep track of who has what. Note that if you pass items to someone else in emails or in session, you should also record that trade in your next turnsheet - this makes it much easier for the GM team to keep track of who has what.
  
-You can only trade items that would make sense to pass over - e.g. you could trade a flashlight to someone+You can only trade items that would make sense to pass over - e.g. you could trade a flashlight to someone, but you could not trade your skill at lockpicking
  
 === Minor Actions === === Minor Actions ===
-In addition, you have **minor actions**. Your character may need to pass on an item in their possession to someone else or receive an item from someone. Or you may get invited to parties. To register that your character is doing this, but without putting in the effort that a full action would imply, you can use a minor action. A minor action should be possible for the GMs to completely answer with no more than a sentence (and preferably just “you do this”). There's no hard limit to the number of Minor Actions you can take, though we will appreciate it if you can be sensible about it. +In addition, you have **minor actions**. Your character may have minor tasks they wish to complete that would have no mechanical effect, such as watering plants, or painting for enjoyment. Or you may get invited to parties. To register that your character is doing this, but without putting in the effort that a full action would imply, you can use a minor action. A minor action should be possible for the GMs to completely answer with no more than a sentence (and preferably just “you do this”). There's no hard limit to the number of Minor Actions you can take, though we will appreciate it if you can be sensible about it. 
  
 If your minor action is to accompany other players on their major actions (e.g. “I join the expedition to search for the Abominable Snowman”), you will not be very useful to the action (i.e. your traits will not be taken into consideration), and will not get any personal benefit from the action. If the action would require significant time or effort just to tag along, the GMs reserve the right to say your character is too busy to attend. If your minor action is to accompany other players on their major actions (e.g. “I join the expedition to search for the Abominable Snowman”), you will not be very useful to the action (i.e. your traits will not be taken into consideration), and will not get any personal benefit from the action. If the action would require significant time or effort just to tag along, the GMs reserve the right to say your character is too busy to attend.
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 Example less appropriate minor actions: Example less appropriate minor actions:
   * "I join the expedition to delve into the Depths Under the Bed and fight the horrors within"   * "I join the expedition to delve into the Depths Under the Bed and fight the horrors within"
-    * This action would be time consuming and hazardous - your character can't reasonably go along without contributing to the party, so this should be part of your freeform action (or part of an Adventurer or Scout class action)+    * This action would be time consuming and hazardous - your character can't reasonably go along without contributing to the party, so this should be part of your Night action.
   * "I use my Adorable Face to help MegaFighter with their attempt to charm the Things Beyond the Window"   * "I use my Adorable Face to help MegaFighter with their attempt to charm the Things Beyond the Window"
     * Your Adorable Face is an inherent part of your character, not an item you could trivially lend out to someone else, so using this trait to help in an action would require a full action.     * Your Adorable Face is an inherent part of your character, not an item you could trivially lend out to someone else, so using this trait to help in an action would require a full action.
turnsheeting.1735582511.txt.gz · Last modified: 2024/12/30 18:15 by gm_mike