Welcome!
As a GM (and creator of this world if over people end up GMing for it), I am painfully avaliable unless I'm hyperfocused on some other project. So if you want to play, or ask questions, or just chat, reach out!
Vye as a setting is also very much still being developed even further as the original ideas I had for it years ago are mostly in the wind. I've also never setup a West Marches style thing before, but this website is really cool and has made me even more hyped, so woo.
The Setting:
Vye is a city forever on the brink. A troubled past has left deep wounds, wounds which criminals, corrupt officials, monsters and otherworldly spectres gladly exploit. Impacted most are the guilds and factions at the heart of Vye, working day in and day out to carry out their duties. New recruits are always welcome, for a long, comfy life is far from guranteed in this place.
Times are changing rapidly, and these factions - mostly staples of the eras before - now face a world more brutal and unforgiving than ever before.
Sessions, Contracts & Quests:
There are three types of games that can take place in Vye, welcoming different play styles and frequencies.
Sessions are requested by players, when they would like their characters to do something. They can arrange for other players characters to join them, they can leave it open for other characters to tag along, or they can do it solo with a GM. They dictate what they would like to do, the GM does the rest: the scenes, the NPCs, and the complications. This is the classic West Marches style, requested in the Discord or the Adventures tab.
Contracts are listed by GMs, through a private contracter or a guild in universe. These fit specific themes, with a clear goal set out for participating players. The story is still player driven, just with the added structure of a set goal, set reward, and set one session (unless otherwise stated).
Quests are multi-session adventures usually taking place outside of the City of Vye. This means that time in the setting does not pass alongside realtime, only synchronising when players choose to return to the city. Characters can continue to take part in other sessions and contracts if they keep track of whether they participated 'before' or 'after' the quest returned to the city. These quests usually have loftier or more abstract goals, and are largely driven by players and their journeys.
Additionally, Quests are structured around the party. A party leader is chosen for the Quest, who is responsible for organising the next sessions that best fit the most avaliable players and the GM. The party leader can change, and does not need to be a character - just a player. Party members can change, but logistically it works best with the same members throughout, up until the climax. Quests are not full campaigns, just longer adventures than stand alone Contracts or Sessions.
Some games will be special, existing outside of these types, but these will be rare.
Time:
Unless otherwise stated in a quest, time progresses chronologically at the same pace as realtime. If you wish to place your character on downtime to earn downtime tokens (which can be exchanged in the market), ask a GM. You will not be able to use your character during this time. One full week is equivilent to one downtime token.
Content Warnings:
Below is a list of excluded topics, and topics that will be delivered with Content Warnings.
Excluded topics should not be included by the GM or Players, ever.
Content Warnings may occassionally be brought up, but will not be unless sufficient warning is given. These will be delivered during the list. If players wish to incorperate these topics, they should mention this to the GM before the session. These warnings will then be reiterated to the entire group before the session begins.
| Excluded | Content Warnings |
|---|---|
| Sexual Violence | Suicide |
| Child harm/abuse | Mental Illness |
| Racism | Addiction |
| Homophobia | Animal Cruelty |
| Sexism | Torture |
| Transphobia | Sex |