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Originally Posted by BlackBellamy
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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.
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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:
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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.
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Clearly, that supports the idea that a group of 6 = 1 soloer, for all Camp Rules purposes.
But the PnP also says:
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While by no means an all-inclusive list of the do's and dont's on Project 1999
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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.