Turnsheeting

What is a Turnsheet?

A Turnsheet is your way of telling the GMs what your character is going to be getting up to in the downtime between sessions.

Generally speaking your character can undertake 3 significant activities in each turnsheet, so for each one you write down what you want to achieve and what your plan is. Then before the next session the GMs review all the turnsheets, see how they interact with each other, and then work out the results of everybody's actions.

Turnsheeting Deadline

The turnsheeting deadline is the Thursday Night, 11:59pm falling after the session. Turnsheets added past this deadline may not be processed by the GM Team; if you think you're going to miss it then please let your GM know.

Submitting a Turnsheet

You can submit Turnsheets electronically on the Djemity Wiki. You will have access to your own personal area of the wiki, inaccessible to other players in which you can enter your turnsheet information each week. However, you do not have to wait until after the session before starting your turnsheet - you could even start adding notes to future turnsheets in advance if you want. Turnsheets can be edited repeatedly, and are not processed by the GMs until the turnsheet deadline. You can make as many changes as you like up until the turnsheet deadline, after the deadline any further changes may be ignored.

When writing a turnsheet remember that it will not always be apparent to the GMs what your long term strategy is unless you make it clear in your turnsheet. The more detail you give us the less assumptions we will have to make.

Downtime

Downtime represents the period of time that passes between meetings at the Citadel. Unless the GM team indicate otherwise there are 3 months between sessions.

Actions

In Djemity characters can influence the world through their actions during the downtime between sessions using Major and Minor actions.

Major Actions - These actions are the things that have a large impact on the world, therefore actions such as; “Invade across the ocean”, “Build sky-piercing monument Y”, “Go to that interesting dungeon I heard a rumour about” or “ Assassinate the Empress of the Sylphim” would be appropriate Major actions. Characters can attempt three Major Actions every turn and should rank them in order of priority so that if something unexpected happens the GMs know how your character would use limited time or resources.

Minor Actions - The little things that require little effort and do not significantly advance anyone's story. Minor actions include such things as attending social events, passing on a letter or buying some new clothes. Minor actions should never be more than a sentence long and will receive about the same amount of feedback. Characters can perform as many minor actions a turn as they want but the GMs give no guarantee they will read them all.

Combining Actions

Because actions represent narrative events a single characters actions are not directly additive. So turnsheeting to invade nation X with all of your Major actions will have no greater effect then using only one of your Major actions. However forging weapons, politicking for support or building a floating doom fortress could all help with the invasion and would be good candidates for your other major actions.

If multiple characters are involved they can all use major actions to support or oppose a plan and all the players' actions will combine into something even more spectacular.

Cooperative Actions and PvE

Djemity is a very PvE game (players vs environment), we are expecting the players to work together to deal with the threats that rise against the allied races. In general, as great heroes of the land, you are likely to achieve most of your goals with your major actions. This isn't to say you should go unprepared, a well equipped party, with good knowledge of what they are facing, and a well thought out plan will reap much greater rewards than a lone unprepared adventurer. For example if you turnsheet to go off and raid a tomb, then you may get a few valuables, and a small component an enchanter can use. A group of 4 adventurers, with a broad range of skills, going of to raid the tomb of Kil'dugan, in the forests of Hadish, which is guarded by the Dradal beast. They also have a plan: Banadith the sneak thief will make sure they don't trigger any of the traps, while Helaina will deal with the Dradal beast, supported by Kalka who will utilize his magic to help slay it. This action may well find a secret chamber full of treasure and a few significant items an enchanter could make use of. Both groups achieved their goals, but one was much more successful,

The exception to this is those plots which are central to the story of Djemity, in these plots there is a real chance of failure, and well coordinated, well supplied, and well thought out plans with a larger number of participants will be required to overcome the odds. These plots are critical to how the game develops and depending how you as players deal with them can take the game in very different directions.

Opposed Actions and PvP

Players may well attempt to thwart each others' plans and occasionally may even try to murder each other. The success of such attempts will come down to the relevant skills and traits each character possesses, how much help they are getting from other players and the quality of their plan.

It is important to note that one player can only ever kill another player by explicitly naming them as the target of their plan, in other words players will never be killed by collateral damage. So General X may turnsheet to level a city in which player Y lives and the city may well be levelled but unless X explicitly says they wish to kill Y then Y will escape destruction; though they may emerge singed and homeless.

If you turnsheet to kill another player you also implicitly make yourself vulnerable to “Death” when they attempt to defend themselves, hence the importance of relevant traits, plans of attack and escape. The GM team would like to say that Djemity in general is a cooperative game, and attempting to kill another PC is not something that should be done lightly, although we understand it is sometimes the only reasonable course of action.

Turnsheet Responses

You will always find out how your turnsheet actions have worked out from a GM before time in at the next session. Normally, they will provide written feedback via the Wiki, however sometimes this will not be possible and a GM will provide oral feedback at the start of the session.

Turnsheet responses provided via the Wiki will appended to that turn's turnsheet, hopefully in enough time before each session to allow you to read them. Most responses will take the form of bullet pointed information or short paragraphs of text; essentially as much as the individual GM wishes to write. Particularly important actions or those involving many players may receive longer write ups, though only if one of the GMs wishes to do the writing.

The feedback you get will be short and to the point; further detail can always be obtained orally by asking a GM at the session before time in. Hopefully, the written feedback will provide you with all the information you need to play.

Remember: Don't panic if you have not received (or have not had chance to read) written feedback before you come to session. The GM team will provide verbal feedback at the start of the session to get you up to speed.

Example Turnsheet

After a busy session, Jane, who is playing Touca the Strong, a Kirlsa warrior, gets home and writes her turnsheet. It might look something like this.

turnsheeting.txt · Last modified: 2010/09/21 12:08 by peter
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