In addition: the following LCO rules will be in effect:
We will be using the Healed call again if something is healed by an effect other than healing or necromancy. You no longer have to ask if something was healed.
Alternate dragon magic incants may be on the field. They will always be followed by the standard delivery qualifier effect. "I call upon the ever decaying echo to destroy your magics: Spell Destroy Formal Magic Earth!" (throws packet). All appropriate defenses may be used (Spell Shield, Dodge, etc) and the player (not the character) may choose to resurrect rather than take the effect should you so choose. (Example: You really don't want to play an undead and get hit with a "Transform to Undead" ritual.)
We will endeavor to use the flag system by Monster Camp:
Green - Come at us yo! We're ready for basically anything.
Yellow - We could use some help. If you bring in an info card, you may be asked to double hook for the group behind you, and we probably need some people to double hook for a big fight.
Red - We are "all hands on deck" doing something. Might be a big fight, or a big scene. Please don't bring info cards during those times.
Scouting:
We've had some issues with advance scouting the past couple of games. One of the ideas of us doing living world things out in the forest is to reduce the "theater of the mind" stuff from scouting. If you want to go "scouting" so you can double hook for us, or you OOG are looking for how much time before something we're prepping for goes off, that's great, and if we have the ability, we'll give it a bit of flavor, but we likely won't be able to do custom scouting mods if we're in yellow or red mode.
Info Cards:
Instead of "Lair Cards" we have "Info Cards" these are fairly self explanatory, if you have the appropriate skill, or are willing to make the appropriate action listed on the front, you can flip to the back and read the appropriate section. It will then say what to do with it. (Take a component from the bag. Return to Monster Camp. Take "x" effect. Etc.) A friendly reminder, just because it says you can do a thing, doesn't mean you have to. If the Info Card says "This looks like a pit of swirling chaotic death energies" and one of the options is "Want to jump in". The response may just be "Your spirit is immediately shattered. Report to Monster Camp." (That card doesn't exist and I'm exaggerating for effect), but Info Cards, without Monster Camp interaction, can be dangerous on their own.
If you die:
If you die, report to Monster Camp before going to the circle. Plot wants to talk to you about what happened, go over if there was something that happened that was an error or accidental over-scaling, or similar. If it sounds like everything was good, and you just got dead, it will count on your card. If something was hinky with it, you'll still resurrect, but it won't "stick" to your card. There will also be an RP component to this that is world relevant.
There are rolling tags:
If you end up with a rolling tag, they'll have timers. When you hit the time you scroll down to that new progressive effect and go with it. If you can, avoid scrolling "ahead".
E.G. Rolling tag: the Trots. (made up on the spot)
When you get this, your tummy is rumbly.
1 hour - take a Enfeeble(Nausea) effect about once an hour - may be cured as normal
4 hour - take an Enfeeble(Nausea) effect that lasts 1 hour - may not be cured, your character feels very sick and has to use the bathroom a lot.
5 hours - Take a Weakness effect that lasts 5 hours and cannot be cured. Discard this tag.
Timers:
Reminder: Except for Charm, Subjugate, Prison, Create Undead, and Corrupt, de-buff and take-out effects only last 5 minutes. So in our above Enfeeble example, it only lasts 5 minutes for the 1 hour mark unroll portion.
Unconsciousness only lasts 1 minute now, and then you get up with 1 body point.
I _think_ that covers all the opening ceremony reminders in advance, just in case you're late to site.
Love you all, and looking forward to a great game.