Thread: Camp Check
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Old 12-22-2019, 06:56 PM
loramin loramin is offline
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Quote:
Originally Posted by BlackBellamy [You must be logged in to view images. Log in or Register.]
That's plainly illegal. It's not one spawn point or camp per person. It's one spawn point or camp per group. You can have a group of one or six, doesn't matter.
Actually while I'm no GM, my personal opinion as the compiler of the Camp Rules page is ... that's actually sort of questionable. The Play Nice Policies do say:

Quote:
Note: A "party" in this case is defined as a party of one or more characters that are united in a common belief or goal and are capable of completing that goal.
Clearly, that supports the idea that a group of 6 = 1 soloer, for all Camp Rules purposes.

But the PnP also says:

Quote:
While by no means an all-inclusive list of the do's and dont's on Project 1999
In other words GM fiat trumps that page [You must be logged in to view images. Log in or Register.] And when you realize that, you realize there's a massive "gray area" between the Play Nice Policies/Camp Rules and actual GM practice.

Consider the case of Sebilis Crypt. The staff has established that each room counts as a separate camp, so if a soloer is doing Crypt when a group shows up, that soloer has to pick one room to keep, and the group can't touch it.

But now consider the reverse: a group is doing Crypt, and a soloer wants in. By the "group = soloer" logic, the group has to let them, and should only get to keep one room. But in practice, I think there's a strong possibility a GM would let them keep not only all four rooms, but quite possibly also Emp and Blood (ie. the whole "CE" or Crypt/Emp camp).

If they did, and you forced them to justify the decision, I think they'd argue that in some sense, for the purpose of holding NPCs down, the group can "weigh differently" than an individual. But until they answer the question in a forum post, we'll never know.
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Last edited by loramin; 12-22-2019 at 07:17 PM..