Allegiance Quest Quidelines
In order for quests to run smoothly and be successfully, certain basic guidelines should be followed by every quest leader and participant. These guidelines aren't meant to keep us from having fun; rather they are to help us run quests with minimum confusion and maximum cooperation, which helps increase the fun.
1) Quests can be scheduled by anyone who has the ability to lead a group through that quest. Be sure to include day, date, time, level restrictions, what town it leaves from, about how long it should take to complete, and any other information specific to that quest in your post to the Quest Forum. Try to schedule quests with as much advance notice as possible, so that more people can try to go on it.
2) Be on time for the quest, ready to go immediately. This means full comps/charges/potions/whatever you need to do battle. All quests should leave within 15 minutes of the posted time set for the quest.
3) The Quest Leader, regardless of level, has absolute command of the quest and everyone in it. S/he is to be treated with respect due the position of Leader. Remember that the Quest Leader is devoting his/her time to help you do a quest they've already been on and know well. In many cases, they may not even need the quest item at all. If you wish to continue the quest independently at any point, simply log out and return after enough time has passed that you won't interfere with the official quest. Remember that logging once you reach the end of the quest to avoid having to wait your turn is only acceptable if the risk to the remaining party is small. Where there is significant risk, any premature departures should be coordinated with the Quest Leader.
4) The Quest Leader creates the main Fellowship, determines who is to be in that Fellowship, assigns others to create additional Fellowships as needed, and may assign others as Quest Assistants.
5) Do not ask Quest Leader when to buff, what to buff, what creatures to expect, or any details of the quest until AFTER the Quest Leader has completed the Quest Briefing. This Briefing will include that information as well as any special instructions or information the Quest Leader determines necessary for the Quest. The Quest Briefing can be done before leaving town or after arriving at the destination (provided it's a safe area), whichever the Quest Leader prefers. After the briefing, the Quest Leader WILL take questions, so be patient, listen closely to all instructions, and wait until Quest Leader asks for questions.
6) Unless specifically told otherwise, ALL members of the quest will stay together. The Quest Leader may instruct certain types of players to position themselves in a certain way, or specific members to take specific positions. No one is to run ahead of the group, and the group will never leave anyone behind except in those situations where survival of the group is at stake. The pace of the Quest is to be only as fast as the slowest member, and the entire group will pause while mages regain mana. Remember, the Quest Leader is at all times responsible for all members of the quest, and will allow time for this as needed.
7) If a member is killed on quest, their items are to be recovered by whomever they choose as soon as possible, and if possible. At that time, the Quest Leader will decide if the deceased is to return to the quest or not. There are many cases in which rejoining a quest in progress is simply not possible. In the rare event that the entire party is in mortal danger and cannot survive the situation, the Quest Leader will shout "RECALL". ALL quest members are to immediately recall to a lifestone or portal, whichever is easiest. Do NOT use the /lifestone or /house recall commands unless you do not have the ability to cast recalls. There is a 15-second animation for those commands, and you very likely would be killed before completing it.
While on quest, all members are expected to follow these guidelines and the instructions of the Quest Leader at all times. The Quest Leader may warn you once for an infraction, afterwards you may be dismissed from the quest. Once a member is dismissed from that quest, s/he is NOT to argue the order, but immediately recall or otherwise leave the quest area. This holds true for non-Clan guests who are invited to quest with us. The Member who invited that person is responsible for that person's actions as well as his/her own, and may be dismissed along with the guest. Any protests to this or any other action of a Quest Leader will be heard by our Monarch at his earliest opportunity after the quest is complete.
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