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SwimArbiter
SwimMod_Luuv
Posts: 31,558
Registered: ‎08-23-2003
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Knights of Swim: the Brak Knights

[ Edited ]

Knights of Swim is a message board game/ASMB rank path in which you gain experience points for everything from posting in your home folder to participating in Knights events, folder events, folder games, contributing to show and character wikis, contributing icons, and other fun stuff like that.

You get xp (eXperience Points) for doing all those things added to your character.  Your rank then progresses based on the amount of xp you have.

As you gain rank, you also gain abilities, priviledges, items, clues, power, followers, pets, and other things.


How to play:

Simply post in this thread that you'd like to sign up to be a Knight of Swim.

It may take a few days or so, as the change has to be made by an admin.

But you may begin participating immediately, as xp can still be awarded to you even with the rank path turned off.  When it is switched on, all xp you gained prior to that will automatically apply itself to your level/rank.

 
Currently know ranks/level progression:

01  Serf (0xp required, starting level)

02  Peasant (10xp required)

03  Commoner (30 xp needed)

04  Yeoman (xp requirements unknown)  To progress beyond Yeoman, you must have posted at least one topical discussoin thread in your home folder.

05  Gentry (xp requirements unknwon)  You must chose a path to progress beyond Gentry (each show folder has two specific paths)  Brak Knights must chose either "Beans" or "Bacon" as their path.


06  Squire (xp requirements unknown)  You must chose a character to squire for to progress beyond Squire (each show folder has a different group of characters you may chose to squire for, usually made up of the main characters from that show)

 

List of Squiring Choices for the Brak Knights:

Brak

Clarence

Dad

Mom

Sisto

Thundercleese

Zorak

 

 

07  Reeve (xp requirements unknown)  You receive your first weapon or special ability at this level.

 

08  Aristocrat (xp requirements unknown)  You gain the ability to buy and trade items.

09  Noble (xp requirements unknown)  You must establish a "Keep" to advance beyond noble.  A "Keep" is a thread in which all your stats are kept, you may also use it as a discussion thread to discuss topics of your choice within your home folder.

10+ beyond (currently unknown)

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Combat:

There is combat in the Knights of Swim game.  Here is how that works:

1.  Combat works in "turns" generally in a specific event thread designated solely for that specific combat.

2.  Each turn, the knights all take a single action, and then the enemy or enemies take their actions.  Once the enemy/enemies actions are finished, Knight characters may take their next single action, and so on.

3.  Since combat is taking place in a message board thread (over an extended period of time), Knights post their actions or attacks to the event thread, I will then respond (not necessarily immediately, sometimes I will wait til all participating knights have had a chance to post, which could take as long as a day or more) with the result of your action or attack.  Then I will post the enemy/enemies reactions/attacks and announce that Knights may post their next actions.  And so on until the combat is resolved.

 

4.  Combat is not considered "real time" as in a role playing game.  Because it is taking place on a message board, characters can do whatever else they want, post whatever/wherever, wander around the board, etc.  They don't have to wait until a combat has ended to post in other words.  The combat will just be over when it's over, and in the meantime, Knights can still continue gaining xp in other ways even during a combat.  It's even possible for a knight to gain levels during a combat by doing other things outside of that combat.

Attacks:

Knight Weapons  Beginning characters (levels 1-6, up til "Reeve" rank) are considered to have a basic weapon they will use in combat.  "Reeve" and higher (levels 7 and up) will gain special weapons, items, and abilities above/beyond that initial generic weapon.

 

Knight Attack Damage:  Damage is based simply on a character's level.  A "Reeve" (level 7) character will do 7 damage.

"Kudos" given to any attack post that a Knight makes will add 1 per kudo to the damage.  So if a Reeve gets 5 kudos, their damage for that attack will be upped from 7 to 12.

"Tags" can also add to damage, encouraging tags will add 1 point (sometimes more) to an attacking Knight's damage.  Tags can also detract, discouraging tags can subtract from damage as well.

Bonuses to damage may come (especially after level 6) in the form of specific abilities, weapon enhancements, etc.

Knights characters may also find weapons during the game, as treasure after a combat, or as a prize for a specific folder event, or even in a shop thread for sale.

Knight Defense:  A knight's "armor" is also their level.  So a level 5 character (Gentry) is protected from up to 5 points of damage per attack per round.  So if an enemy attacks a level 5 knight for 8 points, the level 5 knight will only take 3 points of that attack, the rest having been considered absorbed by their armor.

Defensive maneuvers are also possible, Knights may forgo their attack to hide behind a shield or cover, or dodge a possible incoming attack.

In the case of defensive posts, the Knight won't get an attack that round.  Also all kudos and tags for the post will apply to the knight's armor score for that round.

Knight Being Damaged/wounded:  All damage received comes out of the Knights xp score.  So if a knight has 1800 xp, that knight will have to take 1800 points of damage to "die".  But large amounts of damage may knock a knight down a few levels.  As a knight loses levels in combat, their attack damage and armor decreases, etc.

Special Attacks:  As Knights progress in level, they may gain special attacks which they may use in various situations that will increase their damage or have some other effect on an enemy.  Special items may also convey such special attacks.

Alternative Actions:  A Knight may take an action other than attack or defense, such as use some other ability (such as healing, or some item or spell or mental or psychic ability etc), or survey a situation to get a better understanding.

Tags and Kudos:  Can effect basically any combat post/action above (including alternative actions)

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Places:

In-game many threads in a Knights home discussion folder are considered "places".  Such as the "Shop" threads, "Keep" threads and other threads that are clearly labeled as such.  It is possible in-game that a Knight may be directed to a specific "place" or a specific character for consultation.

Shops:  These threads will contain a list of items in the Opening Post available for purchase to anyone of the appropriate level or access.

Purchasing Items:  Items are purchases with xp.  The cost of each item is listed next to it.  Any knight wishing to buy it need only post that they are purchasing it.  The appropriate xp will then be deducted from their total xp.

Keeps:  Keep threads are where specific Knights (Nobles and above) gather their stats, pets, items, followers, etc.  These threads may also be utilized as topical discussion threads of whatever topics the Lord of the Keep desires to discuss.  The more posts a keep has, the stronger it is.  But chat posts (generic posts simply seemingly designed to increase post count) will be considered shoddy building material and could lead to problems.  Such posts may be excised from the Keep at the Lord's request.

Sieges:  Keeps may come under siege from enemies.  Combat is much the same as regular knight vs enemey combat, except that the Keep also has a defense value (generally its post count) and enemies may chose to attack either a defending knight or character, or the keep itself.  When a keep falls, there is a % chance for each item, pet, follower, etc that the knight possesses will be lost in the siege, depending on several factors of the combat and the Keep itself.

Dungeons:  Dungeon threads are like combat threads, only they are considered "places".  Movement through the dungeon is also turn based.  Due to the thread and turn based nature of the game, knight parties entering a dungeon thread may not separate once inside, they must stay together as a group and progress as a group.  If there disagreement on which direction to go, majority rules.  If there is a tie vote, whichever side has the highest ranking knight wins.

Moving Through a Dungeon:  I will describe the corridor/room and options for progressing (how many doors or hallways you see etc), knights will then post their final preferences.  When I respond, I will then describe what happens based on their collective decision and the direction they go.

Combat in dungeons:  Is the same as regular combat.  Movement through a dungeon is halted during combat unless Knights wish to run away.  In such a case, they must move through the dungeon to get out, and it's possible the enemy/enemies will pursue them.

Time Passage:  As with combat threads, dungeon crawls aren't considered to be happening in "real time".  Knights don't have to wait until the dungeon thread is finished to participate in other folder events or post.  The dungeon thread will just be over when it's over, and in the meantime Knights are free to post, wander around, participate in other events and even other combats, while the dungeon event is occurring.

Other Places:  Other "Place" threads may be created to house specific characters, services, or as part of a quest or event.  These places can vary in purpose, importance/usefulness, and longevity (some being permanent, others temporary to a particular quest/event).


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People:

In-game, quests or events may require Knights to talk to certain characters.  These "people" exist to the purpose of the thread, quest or event they are represented in only.

IE - you will not be able to attack a person that isn't already designated as an enemy in a combat thread.  You can't, for example, walk into a Shop thread and attack the shop keeper.

Combat is reserved for designated combat threads/events.

"People" also includes those character a Knight picks to squire for within the game.  Each folder will have a list of the specific characters/people available to chose to squire for.

Pets:  During the game, Knights may have various opportunities to acquire various pets, through encounters, events, or purchase.  These pets may simply be cosmetic to the knight character,  or may also have specific abilities that could be useful in various situations, general or specific.

Followers:  Followers may also pop up during the game (after a certain level), as with pets, some may serve no real in-game purpose, while others may possess certain useful abilities in various general or specific situations.

Squires:  When a Knight reaches a certain level, they may also accept squires.  Squires are other players that have reached level 6 and must chose a Knight to squire for.  Rather than selecting a character from the list, a Knight character reaching squire may chose an actual player.  That player will have to supply them however with weapons/abilities that they have either acquired over time, or purchase themselves.  When a Knight becomes available to take squires, their name will be added to the list, along with the other characters, as available to squire for.

Mercenaries/Paid Labor:  It may also come up in the game that a character gets an opportunity to hire a specific person/character either to serve an ongoing function, or for a specified service or time period.  These "people" are purchased as with anything, via spending xp.  The cost will depend on the power level, task difficulty, time required, etc.

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Stuff:

Normal Gear:  In-game it's considered that you automatically possess the regular day to day gear you need to live, including a generic weapon, your armor, clothes, food, and things of that nature.

Special Items:  There are many different types of items that one may find or receive as a reward for a specific folder event, quest, or combat.  From weapons and armor, to useful technological items, to quest-significant items, clues, magical items, items that somehow have or convey special abilities to the Knight wielding them, etc.  Each of these items will be different and have different purposes etc, to be described as they are discovered or given out.