Update to the NPC Shift Policy

  • Chris G.
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14 years 9 months ago #55674 by Chris G. (Cross)
I would like to take a second to advise everybody to re-read the following link...
www.knightrealms.com/component/content/a...npcs-a-npc-duty.html

I would also like to state that it IS your responsibility to make sure you arrive on time to your NPC shift.  I will tell you this means making sure to either keep track of the time (which will also help you to remember when your buffs/debuffs run out and when the period changes occur.)

The rule was clear, but with this recent post has been made more clear.

For those who arrive in excess of 10 (Ten) minutes late, a rules violation will be warranted and you will still be required to find and fill another FULL NPC shift.  For those who remain (due to a Module or other task handed down by your Monster Marshal, Storyteller or Weekend Plot Runner) will be awarded 100sp per hour (starting at an extra 15 minutes.) you remain past your required shift.

If you are not sure if a module will run you late for your NPC shift, it is your responsibility to remember that it is required of you to show up for your NPC shift on time and ready to begin receiving roles.  I will say personally that if I saw a player on my module who I know had an NPC shift coming up, I would remind them that it is their responsibility to arrive on time for their shift, and if necessary (and the module allowed for it) find a way for it to make sense for their character to have to leave or otherwise disappear.

I hope this clears a lot of things up for those who may have a gripe about the enforcement of our NPC policy.

See you at the game!

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14 years 9 months ago #55675 by Matt D (MattD)
I'd just like to throw my two cents out there, so yell at me if I crossed the line.  If you don't want to run the risk of being late for your shift due to a mod going off, a couple different shifts I suggest are Friday 10-2, Saturday 10-2, Main mod Saturday 8-12, and Sunday 9-??.  Speaking from experience, those are the best shifts to try to take if you are worried you'll be late, or want minimal interruption in RP as a character. Or even if you feel so bold, carry your phone on you, put it on vibrate, and set it to 15-20 minutes prior to your shift.  Sometimes, you can even check with a marshal for a mod to find out how long something will run.  There's plenty of ways out there that you can make sure that you will be on time. 

The point of NPC'ing is to have fun, and allow other PC's to have fun as well.  As a player, you have to ask yourself also, would you want people to show up late to their shifts and you find you don't have something to do?  People enjoy interacting with the NPC's, whether it is through combat or role play.  If you enjoy it, you should keep in mind the other players as well and allow them to have fun on your assigned shift as well.  You'd want the same thing, wouldn't you?

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14 years 9 months ago #55681 by Alexandre Blythewood (Eleventh Phoenix)
Chris:
In the past, unless I remember incorrectly, the reward for NPCing extra shifts was 150/hour.  Has that recently been changed?

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14 years 8 months ago #55689 by geezer (geezer)
Chris referenced working an extra hour (or hours) and said nothing about volunteering for an extra shift, unless I misread his post.

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14 years 8 months ago #55706 by Fogrom (Fogrom)
I honestly don't recall past policy, but the website currently says 100 SP/Hr.

I need to correct one thing that Chris said: you will not be required to complete a different NPC shift. If you are late to the shift, you simply don't get credit for NPCing for that event. As I said in my initial post in this thread, you might as well continue PCing and enjoy yourself. If that sounds like a sweetheart deal, I would remind you that Rules Violations add up painfully - tripling in penalty for each additional one. My advice is to show up on time. There are clocks in Logistics and the kitchen, and we're looking for atmosphere-approriate ones to put in IG areas.

Regarding people being dismissed from shifts early, it should not happening often but there are times when it makes sense and that is a decision that the MM can make on his or her own, but most often will make after coordinating with Andy, me, and/or some storytellers. The most common reasons for dismissing people early are scenarios like Daniel described, or to clear out Logistics because we need to get an important mod organized as soon as the next shift begins and don't want to have it overcrowded with people checking in and out of their NPC shifts.

If you think that you have been released early in a way that is detrimental to the game, please inform Andy or me. We aren't just putting the screws to our fine players; we're putting the screws to the MMs, too.  :-*

Finally, in an attempt to end on a wholly positive note, we are always looking to improve the quality of your NPCing experience. This game shouldn't stop being fun when you have to pause your PCing escapades to go NPC. We value any input that you can offer and if you have types of roles that you prefer you should feel free to share that with your MM. We don't cater to specific requests (e.g., "send me out as a Wild Mage") but we do try to cater to general preferences (e.g., "I'd prefer to have role-play oriented assignments" or, "I really want to beat the stuffing out of someone").

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14 years 8 months ago #55708 by Bladesworn (Bladesworn)
Question: What if the shift you need/want is full & the only shift open for you takes place when you're needed to PC?

Eaxmple: Paul the Player works & arrives to KR at 9 pm, after bad traffic & other stuff slows him down.  The only shift left open is Sunday morning.  However, on Sunday morning, a Witch Hunter storyline based mod is going on, & his PC has the WH relic needed for the mod to go off.

How are situations like these handled?

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