{"id":31543,"date":"2026-09-24T14:06:10","date_gmt":"2026-09-24T18:06:10","guid":{"rendered":"https:\/\/havenrpg.net\/newsite\/?page_id=31543"},"modified":"2026-09-24T14:06:49","modified_gmt":"2026-09-24T18:06:49","slug":"h5-guides","status":"publish","type":"page","link":"https:\/\/havenrpg.net\/newsite\/h5-guides\/","title":{"rendered":"Guides"},"content":{"rendered":"\n<div class=\"wp-block-columns is-layout-flex wp-container-core-columns-is-layout-9d6595d7 wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\" style=\"flex-basis:66.66%\"><div class=\"custom-category-posts-display \"><article id=\"post-31326\" class=\"category-display-post\"><a id=\"combat-explained\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Combat explained<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\nThere are two types of combat in Haven; fast combat and emote combat. <br>Fast combat is what is normally used when NPCs are involved in the fight,<br>such as typically when leveling up in the forest.  During fast combat you<br>can attack and\/or move every 12 seconds, each one being on a separate timer.<br>Attacks are normally made with either a default message, or with a custom<br>pre-written message.  <br><br>Emote combat is normally used when PCs are fighting each other.  During<br>emote combat characters take it in turns to pick where they want to move and<br>how they want to attack, they then write an emote, when the emote is<br>finished and sent the relevant attacks and moves are performed.  Emote<br>combat is started by a player typing &#8216;attack&#8217; by itself.  <br><br>Both combat types use the exact same values and calculations.  Disciplines<br>are used primarily for combat and are improved with experience gained by<br>using them.  There are three types of discipline, ranged, melee and<br>defensive.  Ranged disciplines all have different ranges, and will do<br>maximum damage at half that range, dropping off to 0 at above max range and<br>0 at melee range.  Melee disciplines always do max damage if at melee range,<br>but otherwise can&#8217;t hit.  <br><br>Each Discipline does its value in damage ordinarily, unless affected by<br>range or other affects.  Defensive disciplines provide 5 times their value<br>in defense.  <br><br>Once all your defense is gone, attacks will cause you to suffer wounds,<br>wounds can take a long time to heal and if severe enough might cause you to<br>die without hospital care.  <br><br>Characters can move a base of 10 per turn in any direction, they can also<br><span style=\"color:#ffffff\">charge<span style=\"color:#c0c0c0\"> directly at someone, doubling how far they can move.  <br><br>The most basic way to attack is simply <span style=\"color:#ffffff\">attack <span style=\"color:#008000\">(<span style=\"color:#ffffff\">target<span style=\"color:#008000\">)<span style=\"color:#c0c0c0\">, picking a default<br>discipline, or <span style=\"color:#ffffff\">attack <span style=\"color:#008000\">(<span style=\"color:#ffffff\">target<span style=\"color:#008000\">) (<span style=\"color:#ffffff\">discipline<span style=\"color:#008000\">) <span style=\"color:#c0c0c0\">to choose your own discipline,<br>lastly <span style=\"color:#ffffff\">attack <span style=\"color:#008000\">(<span style=\"color:#ffffff\">target<span style=\"color:#008000\">) (<span style=\"color:#ffffff\">customname<span style=\"color:#008000\">)<span style=\"color:#c0c0c0\"> to use a custom attack.  <br><br>To move you simply type <span style=\"color:#ffffff\">move <span style=\"color:#008000\">(<span style=\"color:#ffffff\">person<span style=\"color:#008000\">) <span style=\"color:#ffffff\">away<span style=\"color:#c0c0c0\">\/<span style=\"color:#ffffff\">charge<span style=\"color:#c0c0c0\">\/<span style=\"color:#008000\">(<span style=\"color:#ffffff\">distance as a number to<br>move towards them<span style=\"color:#008000\">)<span style=\"color:#c0c0c0\">.  You can also use <span style=\"color:#ffffff\">move <span style=\"color:#008000\">(<span style=\"color:#ffffff\">xcoord<span style=\"color:#008000\">) (<span style=\"color:#ffffff\">ycoord<span style=\"color:#008000\">)<span style=\"color:#c0c0c0\">, <span style=\"color:#ffffff\">move flee <span style=\"color:#c0c0c0\">or<br>the cardinal direction commands.  <br><br>Custom attacks can be set up with the &#8216;<span style=\"color:#ffffff\">make attack<span style=\"color:#c0c0c0\">&#8216; command, and have a<br>name, discipline, a string for how they look like as well as an optional<br>special flag.  Special flags allow you to attach effects to attacks.  <br><br>You can also type <span style=\"color:#ffffff\">map<span style=\"color:#c0c0c0\"> to see a visual representation of the battlefield.<\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#custom\">custom<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#disciplines\">disciplines<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/h5-helpfiles\/#follower-combat-behavior\">follower combat behavior<\/a><\/li>\n<\/ul>\n<\/div><\/div><\/article><article id=\"post-31335\" class=\"category-display-post\"><a id=\"combat-mechanics\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Combat Mechanics<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\nFor Ranged damage 150% at 10 +- optimum. 175% at exactly optimum<br>35% at max to 90% of max, 35% at 2 to 10% of max. 125% at<br>optimum to 90%, 100% at optimum to 10%.<br><br>Ranged attacks do 40% less damage in a round after being hit by melee.<br>+ or &#8211; affects from specials.<br> <br>Damage in excess of 85 before specials are taken into account will be reduced to closer to 85. This cap is 25 points higher if hitting or being hit by an NPC or shifter in animal shape.<br> <br>PCs can&#8217;t do more than 40 percent of the total defense of other PCs if they have at least 100DF.  Or 60 percent of total defense of minions and allies.\n<\/div><\/div><\/article><article id=\"post-30744\" class=\"category-display-post\"><a id=\"dream-identity\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Dream Identity<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\nWhile inside the dreamscape characters do not realise that they are<br>dreaming, or that the world they&#8217;re in is not real.  Drives, desires and<br>situations from the real world frequently do manifest into their dreams, but<br>not as something external.  <br><br>For instance if you go into the dreamscape wishing to be a bird, you will<br>probably dream about being a bird and flying around, but you won&#8217;t be aware<br>that you&#8217;re not a real bird and this isn&#8217;t a real world, at least not until<br>you wake up.  Or if you fall asleep in the bathtub, may well end up in a<br>swamp or other damp locale in your dream.  <br><br>Similarly if you go into the dreamscape with the intention of delivering a<br>message about yourself or someone else being held captive you might dream<br>about being a soldier sent to deliver their commanding office intelligence<br>about someone being held captive by the Nazis, or yourself be a recently<br>released POW.  <br><br>People can sometimes use this to piece together events in real life, if<br>someone has a single theme of captivity running through all their dreams<br>when others encounter them frequently they might guess in the waking world<br>that that person is a captive, they might also be able to guess who they are<br>by other recurring themes in their dream identities.  They wouldn&#8217;t of<br>course realise this in the dream however, since they also wouldn&#8217;t know it<br>was a dream until they awoke.  <br><br>Characters do have much sharper memories of the dreams they have in the<br>dreamscape after they awake compared to normal dreams.  <br><br>The creation of dreamworlds is a conscious, psychic exercise generally done<br>while awake or in a semi-sleeping state.  Characters are aware they&#8217;ve built<br>a psychic realm and have consciously chosen each of its features.  Characters<br>can while awake plan who they will be in a certain world when they fall<br>asleep, and focus on that desire in order to make it manifest.  But it<br>doesn&#8217;t always work, sometimes their subconscious works against their wishes<br>to choose a different identity for them.  <br><br>The details around how someone came to be in that place in the dream world<br>or whatever other parts of their backstory that are difficult to explain<br>will be fuzzy and hard for the dreamer to recall.  If a dreamer does somehow<br>realise they are dreaming, they will immediately wake back up.\n<\/div><\/div><\/article><article id=\"post-31152\" class=\"category-display-post\"><a id=\"lore-primer\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Lore Primer<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\nThe most important thing to understand about Haven lore is that it is a<br>pseudo scientific, logical take on the supernatural.  That means that the<br>supernatural doesn&#8217;t overtly contradict known science such as evolution or<br>the laws of physics.  Issues like creation of energy are dealt with through<br>drawing it from another dimension etc.  <br><br>It&#8217;s a world that&#8217;s largely built upon our own, the fae, gods and most big<br>demons all used to be humans, before fleshforming themselves into other<br>things, and retain their human core.  The monsters and creatures were all<br>made by these beings, for some purpose.  <br><br>We took this approach for two reasons, the first is simple credibility, the<br>second is to make it easier to access for a player.  When encountering a<br>monster you can use your reason to think about who made this, and why and<br>from what to make intelligent guesses about it&#8217;s characteristics, when<br>dealing with gods etc you can apply some of your understanding of human<br>psychology similarly.  This allows players and characters to think about<br>challenges and discuss them intelligently, without needing huge amounts of<br>lore.  <br><br>This system and the lore of fleshforming can allow for a huge variety of<br>stories, and give a lot of creative freedom to SRs, however it also can make<br>it challenging to copy stories directly from mythology or fantasy settings. <br>Since things need to make some sort of sense, and often issues of folklore<br>etc, do not.  <br><br>Regarding death and religion, the game deliberately doesn&#8217;t prove or<br>disprove the existence of higher gods, if humans have a soul there&#8217;s no<br>proof of it, and it goes off to wherever it goes when someone dies.  There<br>is however proof of psychic transference, which is to say minds or parts of<br>minds being copied or replicated into other things.  Ghosts are one such<br>phenomena, where a part of someone&#8217;s mind transfers into a psychic<br>non-physical medium when they die.  It is never a perfect copy however,<br>memories will be missing, their behaviour may be odd or particularly<br>fixated, much like someone who has sustained some brain damage.  Vampires<br>are another instance, a near perfect transference of their mind from their<br>brain to a psychic medium inside their blood.  <br><br>Strictly speaking, resurrection is impossible, but beings capable of<br>fleshforming can remake individuals.  Much like ghosts the mind of the new<br>individual is imperfect, often missing memories or having flaws or oddities<br>in their behaviour, they&#8217;re remade more accurately the more information the<br>being has on them, such as their recent body, or memories of people who knew<br>them, or a ghost of them, but it&#8217;s never ever a perfect remake.  <br>People brought back may be brought back different from how they<br>originally were on purpose as well.\n<\/div><\/div><\/article><article id=\"post-31519\" class=\"category-display-post\"><a id=\"newbie-roleplaying-tips\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Newbie Roleplaying tips<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\nFirstly make sure you&#8217;ve read the setting file that you were<br>sent after you finished creation. This will give you the basic<br>information you need to start RPing. Other lore files can be<br>read as you go and pick up more knowledge as you play.<br><br>While people know of the supernatural it remains hidden, avoid<br>doing anything obviously supernatural in public, or walking<br>around with visible weapons etc.<br><br>Make sure you&#8217;re dressed, it&#8217;s a good idea when you get the<br>chance to set up a few different outfits so your character isn&#8217;t<br>always wearing the same thing.<br><br>Remain In Character at all times.<br><br>When you have a new character it&#8217;s often a good idea to RP them<br>being new to the city.\n<\/div><\/div><\/article><article id=\"post-31337\" class=\"category-display-post\"><a id=\"progression-explained\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Progression Explained<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\nThere are many ways your character can develop in Haven.  The three main<br>ones are combat experience, roleplay experience and karma.  <br><br>Regular combat experience is earned every time you engage in combat, this<br>experience is used to increase your disciplines, which govern your<br>characters attack damages and defenses.  <br><br>Roleplay experience is gained by roleplaying with other players.  It&#8217;s used<br>to buy stats and powers which cover almost everything else about your<br>character.  <br><br>Karma is gained by doing things that add to the game&#8217;s story such as running<br>adventures, it&#8217;s used to unlock access to higher tier characters as well as<br>to increase the caps on your roleplay and combat experience pools.\n<\/div><\/div><\/article><article id=\"post-31175\" class=\"category-display-post\"><a id=\"roleplaying-angelborn\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Roleplaying Angelborn<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\nThere&#8217;s a few things it&#8217;s important to keep in mind when playing<br>Angelborn.  Angelborn are to some extent natural victims, the fact that they<br>can be more powerfully hypnotized and in general more easy to coerced often<br>leads to them being an ideal choice if someone&#8217;s looking for a victim or<br>sidekick etc.  You shouldn&#8217;t play a character like this if you&#8217;re too<br>worried about bad things happening to them.  Also though, and probably more<br>importantly, angelborn are particularly resistant to angst.  Even if one is<br>captured and tortured while the torture is going on they want it a little<br>bit, not enough to be ok with it, but it is not as bad as for others, and<br>afterwards they&#8217;re surrounded by people who want them to get over it. <br>Either because they&#8217;re their friends and want them to feel better, or<br>because they find it irritating.  Which through their empathy causes them to<br>rebound fairly quickly.  This is important because it means Angelborn are an<br>extremely poor choice of character if you&#8217;re seeking to RP the aftermath or<br>seek sympathy.\n<\/div><\/div><\/article><article id=\"post-31347\" class=\"category-display-post\"><a id=\"roleplaying-explained\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Roleplaying Explained<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\nRoleplaying is the art of being someone else, of creating and embodying<br>a fictional character. Roleplaying is mandatory on Haven, your character<br>must act like they are a real person at all times and not someone&#8217;s game<br>avatar. The exception to this is a few OOC channels.<br><br>Emote allows your character to do describe what your character is doing<br>at any given time. Used like emote does a dance. Would show up as (your<br>character name) does a dance. To everyone else in the room. Additional<br>functionality for the emote command can be found under help emoting.<br><br>Say is used for when your character just wants to talk, although you can<br>mix your conversation into an emote, this saves a lot of time and allows<br>conversations to flow quicker and easier.<br><br>Whisper can be used to convey a private message to someone, used like<br>whisper to &lt;person&gt; &lt;message&gt;<br><br>Socials are pre-written emotes for doing very common things, they cover<br>things such as nodding or smiling and are a little quicker and easier to<br>use than emotes.\n<\/div><\/div><\/article><article id=\"post-31350\" class=\"category-display-post\"><a id=\"roleplaying-guide\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Roleplaying Guide<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\nGood roleplaying is an art, it can take years to master and some people<br>never seem to be able to get a good grip on it.  Mostly it&#8217;s similar to<br>writing fiction, the big differences are that you&#8217;re writing in real time<br>with no chance to edit, and that you&#8217;re writing for the other authors.  <br><br>It&#8217;s impossible to learn how to RP very well from just one guide, it is an<br>endless pursuit, and you can be sure that the best RPers get to be that way<br>because they are constantly working on and refining their art.  Those that<br>feel their RP is already &#8216;good enough&#8217; are doomed to never improve beyond<br>the mediocre.  <br><br>Good roleplaying breaks down to two areas, good characterization and good RP<br>writing.  <br><br>RP writing is the art of using says, emotes, descriptions etc to convey what<br>your character is doing.  This is almost exactly the same as the qualities<br>of what makes a good fiction writer with one exception.  In a story it&#8217;s<br>perfectly ok even considered normal to describe your characters emotions and<br>thoughts, in RP it often isn&#8217;t.  Although there&#8217;s some debate on the issue<br>the difference comes about because when writing a novel you want people to<br>identify with your character, when RPing you want to identify with your<br>character, other people identify with theirs.  <br><br>The other reason for this is that few people are perfect at keeping IC and<br>OOC knowledge separate, it&#8217;s very common for someone to react differently if<br>you emote that you fancy them, even though their character shouldn&#8217;t know<br>that and therefore shouldn&#8217;t act any differently.  <br><br>Generally it&#8217;s better to follow the same rule that teachers of fiction<br>writing beat their students over the head with &#8216;show don&#8217;t tell.  &#8216; Don&#8217;t<br>tell people what your character is thinking or feeling, show them.  Use your<br>emotes and the way they speak to convey that they fancy that person or<br>dislike this person.  <br><br>The other keys to good RP writing are:<br><br>Write something that&#8217;s easy to read and flows nicely, paying attention to<br>spelling and grammar etc as much as possible.  Include all relevant details,<br>the devil is in the details as they say and a few words to describe the way<br>in which someone does something can add a lot to the RP.  <br><br>Brevity, good writing isn&#8217;t longer than it has to be, the shorter your<br>emotes and says the less work you&#8217;re requiring your reader to do.  Any<br>reader would prefer a 200 page book, to a 500 page book with all the same<br>stuff in it but 300 more pages of furniture descriptions.  <br><br>Speed, people don&#8217;t like waiting around longer than they have to, the<br>quicker you can RP the more RP they&#8217;re getting for their time.  Language,<br>just like in fiction writing the use of certain words or phrases are much<br>more likely to strike a chord in people and get your meaning across than<br>others.  Try to use words and phrases that create vivid imagery and convey<br>things strongly without being overly flowery or convoluted.  <br><br>Some of these do work a little at cross purposes, trying to include detail<br>and spell check your RP while also trying to be quick and brief is a<br>challenge, each person needs to strike their own balance of what works for<br>them.  <br><br>The only way to really improve your RP writing is with practice, get out<br>there and RP and learn from others as well as seek out positive and negative<br>criticisms.  If most people think your emotes are too long and needlessly<br>wordy maybe think about working on making them shorter.  Ultimately it is up<br>to you, but the other players are your readers, if they don&#8217;t want to read<br>your work, what is the point?  <br><br>Good characterization is the other half to good RP.  It refers to being able<br>to create a character who&#8217;s interesting and realistic.  <br><br>Creating an interesting character is really about creating a character<br>that&#8217;s good for the story, you might be able to make an extremely realistic<br>tax clerk character but nobody is going to care about him.  An interesting<br>character is measured by their ability to create RP and their ability to<br>join to and add to the RP of others.  <br><br>It&#8217;s important to note that RP is a collaborative effort, your character can<br>never be the star they are one member of an ensemble cast.  Sometimes the<br>storyline might thrust you center stage but other times it might thrust<br>someone else.  People get very sick very quickly of playing with someone who<br>tries to make all RP be about them.  <br><br>A good and very common example of this is characters with traumatic<br>pasts\/lives.  When a character goes through something traumatic in game,<br>this naturally pushes them more center stage, with a lot of the RP revolving<br>around the sympathy they get, possibly plans for revenge or ways to help<br>them deal with it.  Every other character around who has a more traumatic<br>past steals from this attention, nobody else can ever get sympathy because<br>what they went through is so much worse.  <br><br>This doesn&#8217;t mean you can&#8217;t have traumatic incidents in your character&#8217;s<br>past, but it&#8217;s very important for you to think about other people when you<br>make your character, how your character can add to RP that isn&#8217;t about them,<br>and if they&#8217;re likely to detract from that RP maybe you need to re-evaluate<br>them.  <br><br>Being a good side character is about both adding constructive and<br>destructively to RP.  A character who&#8217;s always nice all the time is boring,<br>a character who&#8217;s always a jerk similarly.  Interesting character conflicts<br>and situations arise from those characters who sometimes are supportive and<br>sometimes cause conflict.  If your character can do both of these, and avoid<br>any spotlight stealing, then you probably have a really good side character.<br><br><br>Being a good main character is mostly about not being selfish.  If the<br>bounty hunters are after you, yes that might be your problem but if your<br>character is really set on dealing with it all on their own it gives nobody<br>else anything to do.  When you find yourself in the spotlight is when it&#8217;s<br>more important to be gracious, involve other people in the story in<br>important ways.  In return they&#8217;re more likely to do the same to you when<br>it&#8217;s their turn.  <br><br>Sometimes RP isn&#8217;t really about you or someone else mostly, but communal. <br>This often happens in social RP for instance.  What makes a good communal<br>character is mostly the same things that make a good side or main character.<br>Don&#8217;t spotlight steal, get other people involved, add to the RP in<br>interesting and not always predictable ways.  Adding to the RP is important,<br>you might think it&#8217;s cool to be gruff and silent, but nobody is going to<br>want to play with you much.  <br><br>The other thing that makes a really great interesting character is the<br>ability to make RP happen in the first place!  A character with reasons to<br>RP with a lot of people, get them involved in things, make various other<br>types of RP happen is crucial to a fun game.  Examples might be characters<br>who throw parties, a journalist who seeks out lots of other PCs to interview<br>etc.  <br><br>If you have a character who has the qualities of both a good main character,<br>a good side character, a good communal character, and creates RP then you<br>have a really good interesting character!  <br><br>The other half of the battle is realism.  <br><br>Realism is very important and often overlooked, it doesn&#8217;t matter if your<br>character is a vampire or sorcerer.  Stories must have internal validity,<br>they must be believable within that world, even if they&#8217;re fantasy stories,<br>some would say especially if they are.  The second your character starts<br>feeling fake and not like a real person people will stop caring about them,<br>and it&#8217;s very hard to get them to again.  Very good realistic characters can<br>make people in real life cry when they&#8217;re hurt, cheer when they&#8217;re<br>triumphant and swoon when they kiss, and that&#8217;s what you should be aiming<br>for.  <br><br>Making a realistic character can be very hard, there&#8217;s a lot of different<br>opinions on the ways to go about it.  A lot of people like to model<br>characters on themselves or people they know very well, and this is<br>generally a solid and reliable way to make your character quite realistic. <br>The old writer&#8217;s adage of &#8216;write what you know&#8217;.  Unfortunately it&#8217;s often<br>the case that you want to play something quite different from yourself or<br>anybody you know.  In these situations information is your friend, spend a<br>little time on the internet researching the areas you want to look at and<br>the people you&#8217;re trying to emulate.  <br><br>The more you learn the better your character is likely to be, but for most<br>characters a few pages of Wikipedia is probably sufficient.  This does refer<br>to all areas of your character, lots of people are good at doing a bit of<br>research if they want their character to be say a doctor.  But it&#8217;s a lot<br>rarer to see people do research before involving a character in a same sex<br>relationship or making a model or musician.  <br><br>So that&#8217;s characterization, it&#8217;s also largely about practice, taking criticism<br>and learning from others, but it&#8217;s also very much about putting the work in<br>before you make the character and about really being able to take a step<br>back and thinking about the other players, who are your audience, and how<br>you can deliver a realistic and interesting character for them.  <br><br>Once you have mastered both RP writing and characterization, the RP world<br>will be your proverbial oyster.\n<\/div><\/div><\/article><article id=\"post-30617\" class=\"category-display-post\"><a id=\"roleplaying-society-positions\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Roleplaying Society Positions<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\nSociety positions define the political and philosophical positions of<br>societies.  Societies are groups who join together in order to change the<br>world in different ways, the noparticipate option for societies allows you<br>to create societies which have no such ambitions for the world, but<br>generally people would not even form a society if they were not interested<br>in such and simply continue on as individuals, or join a society they don&#8217;t<br>believe in just for the support and protection and pay.  Similar to how<br>normal people frequently work in jobs they don&#8217;t believe in for the pay.  <br><br>Societies without any real goals, or with goals that would be pursued by<br>people even if the group did not exist, have a hard time attracting backing<br>from the wider supernatural community, similar to how a political party<br>might not get many donations if they had no manifesto or their manifesto was<br>for people to people to shower regularly.  <br><br><span style=\"color:#008080\">Pro-Supernatural<span style=\"color:#ffffff\">:<\/span><\/span><br><br>These societies want to make things better for supernatural people compared<br>to mundanes.  It might be that they believe supernaturals currently have<br>things worse and their efforts are to try and balance things out, but<br>especially at higher levels of belief, is more often about wanting to make<br>mundanes more of a second class citizen.  They may encourage shadow<br>supernatural governments that manipulate the mundane government, or endorse<br>supernatural laws that make using powers against mundanes legal.  <br><br><span style=\"color:#008080\">Anti-Supernatural<span style=\"color:#ffffff\">:<\/span><\/span><br><br>The inverse of the pro-supernatural groups these want to make things better<br>for mundanes compared to supernaturals.  Sometimes because they think<br>they&#8217;re worse off, other times because they just want humans to be better<br>off.  They typically try to endorse supernatural laws that strictly prohibit<br>the use of supernatural abilities on normal people, and may even want to<br>keep watch lists of supernaturals and treat them as criminals.  <br><br><span style=\"color:#008080\">Spiritual<span style=\"color:#ffffff\">:<\/span><\/span><br><br>These groups typically want to see technology play a smaller role in<br>people&#8217;s lives compared to more traditional or spiritual activities.  They<br>are generally opposed to dense urban centers and want significant<br>restrictions or oversight on new technological development.  They are also<br>often opposed to free market capitalism, and industrial development.  <br><br><span style=\"color:#008080\">Material<span style=\"color:#ffffff\">:<\/span><\/span><br><br>These groups usually want more technological and industrial development. <br>They are usually for free market capitalism and want less hurdles in the way<br>of scientific and financial progress.  While they are not necessarily<br>anti-environment they usually promote more planned, scientific approaches to<br>environmental problems.  <br><br><span style=\"color:#008080\">Combative<span style=\"color:#ffffff\">:<\/span><\/span><br><br>These groups want to see combat or direct conflict resolve differences. <br>This usually means less complicated laws with people having more<br>responsibility to protect themselves as well as not prohibiting violence as<br>a means of conflict resolution in the supernatural world.  Combatively<br>powerful individuals are usually given more important positions within the<br>shadow governments they form.  Their shadow governments are also usually<br>very martial in design.  <br><br><span style=\"color:#008080\">Manipulative<span style=\"color:#ffffff\">:<\/span><\/span><br><br>These groups want to see combat used less for conflict resolution and<br>instead have legal procedures, diplomacy or social manipulation used.  They<br>tend to have harsher rules against open violence, but more evolved<br>procedures for dealing with problems or attacking enemies with legal, social<br>or diplomatic measures.  Clever and cunning individuals are usually given<br>more important positions within the shadow governments they form.  <br><br><span style=\"color:#008080\">Corrupt<span style=\"color:#ffffff\">:<\/span><\/span><br><br>These groups believe in and support inequality, with more privileges and<br>power going to a select few, either certain types of people or members of<br>that society and their allies.  They believe it is the right of the strong<br>to rule over and do with the weak as they wish and that it is the role of<br>the weak to help support the strong.  Their shadow governments typically run<br>on the back of what is effectively slavery and what laws the do have will<br>only exist to protect their chosen few from the masses and never the<br>reverse.  <br><br><span style=\"color:#008080\">Virtuous<span style=\"color:#ffffff\">:<\/span><\/span><br><br>These groups support equality, they tend to fight for efforts to ensure all<br>people have the same basic rights and protections and that laws and systems<br>are put in place to ensure that the weak and vulnerable are protected from<br>being preyed upon.  They often influence their territories to be more<br>socially progressive.  <br><br><span style=\"color:#008080\">Autocratic<span style=\"color:#ffffff\">:<\/span><\/span><br><br>These groups support inequality in government, generally supporting<br>dictatorships, oligarchies, aristocracies and similar systems of<br>determination in which a few decide for the many.  <br><br><span style=\"color:#008080\">Democratic<span style=\"color:#ffffff\">:<\/span><\/span><br><br>These groups support equality in decision making, generally supporting<br>various types of democracy both in their own organizations and in the<br>territories they control.  <br><br><span style=\"color:#008080\">Anarchistic<span style=\"color:#ffffff\">:<\/span><\/span><br><br>These groups tend to support very little law, both in the supernatural world<br>and the territories they control.  Usually very anti-regulation and<br>supporting of smaller governments with more individual freedom and<br>determination.  <br><br><span style=\"color:#008080\">Lawful<span style=\"color:#ffffff\">:<\/span><\/span><br><br>These groups tend to support very robust legal systems and regulations both<br>in the supernatural world and in territories they control.  This might still<br>mean that in a corrupt society mundanes and weaker individuals have no<br>rights or legal protections, but it will mean those that do have legal<br>protections will have very stringent and robust forms.  <br><br><span style=\"color:#008080\">Neutral<span style=\"color:#ffffff\">:<\/span><\/span><br><br>When a society is neutral on a particular position that means they wish<br>things to stay as they are.  They will generally fight against efforts to<br>change things by either other side and will work to establish infrastructure<br>that makes that change more difficult.\n<\/div><\/div><\/article><article id=\"post-31374\" class=\"category-display-post\"><a id=\"setting\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Setting<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\nHaven is a small town on the coast of Massachusetts, not far from Boston<br>and an easy commuting distance from Brown University.  To most of the world<br>that is all it is, and even to most of the residents its not so different. <br>They have a few extra rules they live by, like dont venture out into the<br>forest alone and never go outside when its misty no matter what you hear. <br>But apart from these they live much as anybody else does.  <br><br>For others though, for the members of the supernatural world Haven is<br>something entirely different.  It is a place where one can cross between the<br>worlds, a waystation and the last one of its kind on earth.  This makes it a<br>place of great import, where supernatural groups can use these connections<br>to gather valuable and powerful materials and goods from those other planes.<br>It is also where any threats from outside earth would first arrive, making<br>it an important fortress and beachhead should earth ever be attacked.  <br><br>For these reasons it drew the interest of the three most powerful<br>supernatural organizations in the world, The Hand, The Order and The Temple.<br>These organizations all shared a common goal in holding Haven as a defensive<br>bastion, but also are all in competition over the resources that can be<br>obtained from it.  Many attempts to strike an accord between them failed,<br>until finally they settled on a less diplomatic solution.  The three<br>factions came together to work a great magic over the town, called Sanctuary<br>this magic protects anybody inside the town from serious harm by others. <br>And this protection is where the towns name derives, although not all are<br>equally protected and several ways to bypass the protection have since been<br>discovered.  The spell allowed the factions to compete and conflict with<br>each other, without ever being at risk of weakening the forces they have set<br>to guard the earth from intrusion. After WWII when the three factions faded<br>into history, the town continued to be fought over by secretive supernatural<br>societies, making use of it in a similar way.  <br><br>Others also found the town of interest, supernatural scholars and magical<br>practitioners came to experiment with the supernatural power to be found<br>there.  Others came to make use of sanctuary to hold conferences or shady<br>meetings with those they couldnt otherwise trust.  And the town drew the<br>attention of a criminal supernatural element as well. In Haven, with<br>sanctuary, enforcing supernatural law was almost impossible freeing up<br>certain types of criminals to do as they wished as long as they didn&#8217;t need<br>to kill anyone.<br><br>When supernaturals fight, they usually do so in a shadow world, a darker<br>mimicry of our own called the nightmare.  There they can conflict freely,<br>without ever being seen or noticed by the normal members of humanity.<br><br>A manipulation of the spaces between worlds called pathing, allows some<br>supernaturals and those they take with them to travel vast distances very<br>quickly.  Due to the latent power of Haven pathing to and from it tends to<br>be a fair bit faster than elsewhere, and societies often deploy operatives<br>there for just that reason, wanting to take advantage of their ability to<br>quickly deploy to missions or conflicts around the globe.\n<\/div><\/div><\/article><article id=\"post-31522\" class=\"category-display-post\"><a id=\"story-runner-guide\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Story Runner Guide<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\nAs a Story Runner there are three basic types of RP you might get involved<br>in.  The first is personalized RP, this is when either because you were<br>asked or on your own initiative you decide to get involved in someone&#8217;s<br>personal story, to play NPCs from their history or related to their current<br>position.  It&#8217;s a pretty cool way to make character&#8217;s histories matter and<br>make their actions feel like they have consequences.<br> <br>The second is general room scenes, where you just pop into a room, get your<br>votes and start doing your thing.  There are several uses for this sort of<br>RP, namely ambience, realism, introductions and excitement.<br> <br>Ambience means simply emoting for NPCs and background activity to make the<br>world feel more alive and real for the players.  While often overlooked it<br>can do a lot to help players feeling of immersion.  Ambience can often be<br>added to from outside the room if you have enough trust to spy on people and<br>send them messages.<br> <br>Realism is similar to ambience but refers to making the situation reflect<br>the reality of the inferno world.  For instance this is a world where this<br>is a lot of paranoid, hostility and fear about supernaturals.  Those who&#8217;re<br>open about being supernatural should meet that fear and hostility.  They<br>might be refused service, avoided, asked to leave, subject to harassment. <br>It might even go so far as to lead to them be attacked by hunters or similar<br>individuals who happen to be nearby.<br> <br>Other things might be people walking around carrying weapons only, or doing<br>drugs in the middle of a public place.  Anything that really breaks the<br>theme and reality of the game you can be there to have the world react as it<br>should to those events.  Again his is a very important task to helping make<br>the game world feel like a real place.<br> <br>Introductions are when you create a situation which will push players<br>together and give them reasons to get to know each other and interact. <br>Causing some sort of crises or problem in which they work together could be<br>one instance, or simply causing events to reveal something about one<br>character.  Good players should find reasons to get to know each other<br>themselves, but it never hurts to give them a cool how we met story.<br> <br>Excitement refers to livening things up, it can be anything from an argument<br>to a demonic attack, while the forces of hell are out there and are usually<br>exciting.  More human excitement is also an important part of the setting<br>and shouldn&#8217;t be neglected.  A RP scene involving a fire spreading through a<br>building and tasking players to escape the flames and rescue others can be<br>incredibly gripping.  Exciting RP should involve some sort of challenge for<br>the players to overcome, a challenge that they have a legitimate chance of<br>failing.<br> <br>The third type of RP is of course stories.  Stories are usually a bit more<br>elaborate and have a bit more of a set up to them.  All stories should<br>involve contact stats in some way and preference should always be given to<br>those with contact stats.  This is the purpose of those stats, to know about<br>things going on and it&#8217;s unfair to players who&#8217;ve spent points in them if<br>they don&#8217;t get an edge in getting involved.  The best way to start a story<br>event or organize them is generally with the calendar.<br> <br>Stories are built out of challenges, a simple one might have a single<br>challenge like beat this monster.  A more elaborate one might have a<br>sequence of challenges or even branches.  An example might be a story which<br>involves a group having to penetrate the defenses of a facility to kill the<br>evil vampire who runs it.  This may branch depending on the group&#8217;s<br>strategy, if they choose stealth it may lead to different challenges and<br>story arc than if they go in all guns blazing.<br> <br>All challenges should have a real chance at failure, why does this matter? <br>It&#8217;s important for the drama of a scene that players feel like they *might*<br>fail, it&#8217;s that which makes their successes sweet and gets them involved in<br>what they&#8217;re doing.  Without the chance for failure, success is meaningless.<br>And in order to make players feel like they might fail, sometimes it has to<br>actually happen.  Additionally players should feel like their choices<br>matter, if any choice I make which isn&#8217;t completely stupid will lead to the<br>same result, those choices don&#8217;t have much impact anymore.<br> <br>That said, there are different types of failure, failure and success don&#8217;t<br>have to be hard, they can also be soft.  A soft failure is one that allows<br>the player to continue and proceed but at increased cost.  It might take<br>more time, hurt their char or their pride, cost them money or other<br>resources etc.<br> <br>To return to the example of the players trying to get inside a secure<br>facility, they choose to attack the main gates.  You know this isn&#8217;t going<br>to work, they haven&#8217;t scouted well enough to know but the facility has a<br>small army inside it.  Rather than have them be killed or driven off and<br>unable to get inside however, a hard failure.  You opt to have them be<br>capture, and locked up in the basement.  The players then after some time<br>break out of their cell and are now inside the facility and able to progress<br>to the next stage, heading for the boss.  However they&#8217;re injured, it took<br>longer and they should feel a bit silly about themselves for getting<br>captured.  This is a soft fail.<br> <br>The culmination of the story probably should use a hard fail option, but<br>soft fails can be invaluable in the lead up to that climax.  Allowing the<br>player&#8217;s choices to matter, but still ensuring they make it more or less<br>through the whole story.<br> <br>Soft successes are another option that is very useful, say my players get to<br>the evil vampire and try to kill him, but I don&#8217;t want him to die yet<br>because I have plans for other stuff he&#8217;s going to do down the line. <br>Instead of them just failing to kill him, which is basically a fail, I can<br>use a soft success.  For instance he gets away but he&#8217;s injured and his<br>facility gets destroyed, saving dozens of people.  In this way the player&#8217;s<br>successes are still rewarded, while allowing me to have my villain escape.<br> <br>Mastering soft failures and successes is often the key to achieving a<br>balance between narrative and realism that provides the most enjoyable and<br>gripping experiences.<br> <br>So now you&#8217;ve got through that the question becomes, what are you going to<br>make your story about, so I will go over a brief, non-exhaustive, list of<br>haven antagonists.<br> <br>Firstly, groups interested in the gate.  Various groups and<br>individuals are interested in using Haven&#8217;s proximity to other worlds.  Some<br>are doomsday cults looking to bring about the end of days, others sense an<br>advantage to be had.  These groups are after all the reason the societies<br>watch over Haven.<br> <br>Secondly, supernatural hunters.  Hunters are a very varied group, some are<br>ex temple or military, some are just random people who decided to hunt<br>monsters, many are from religious extremist groups of many different<br>denominations, others have had those close to them killed by the<br>supernatural or even just hunt them for sport.  Hunters are a constant<br>problem for supernaturals, because the law almost never will protect them<br>from them, they also can be a big problem for others as many of them are<br>inexact in their targeting practices, it&#8217;s not that uncommon for a human<br>Goth to be killed by someone thinking they were a vampire.<br> <br>Thirdly, the supernaturals.  All supernaturals have a dark side, vampires<br>invariably kill the odd victims, werewolves often escape and kill during<br>lunacy, and that&#8217;s aside from those who just go rogue.  Werewolves who<br>embrace their primal savagery, vampires who kill for enjoyment, mages who<br>experiment on people or use their magic to do crime.  Shifters who join<br>savage packs, demonborn giving in to their urges, faeborn working an<br>angle&#8230;  Aside from rogue members many of the societies may come to blows or<br>be drawn into conflict through the actions of their members.<br> <br>Fourth, bad humans.  There&#8217;s no rule saying only supernaturals can go bad,<br>and no reason why players might not want to get involved using their special<br>knowledge and abilities to help stop a perfectly mundane serial killer or<br>bank robber.<br> <br>Fifth, fae and gods.  The gods don&#8217;t generally act as antagonists but they<br>are essentially still human so they may.  The fae are often interested in<br>playing pranks or cruel tricks on people in the world and can make excellent<br>antagonists.<br> <br>Sixth, demons.  The greatest threat from demons is that of the archdemons. <br>Archdemons are incredibly powerful beings and while trapped in hell they<br>have enough power to reach across the gap and influence things in our world.<br>Archdemons almost always work through vassals.  Humans or supernaturals with<br>whom they&#8217;ve struck a bargain, it&#8217;s within their power to manipulate the<br>world enough to make someone rich, to make the head cheerleader fall in love<br>with them, to cure them of illness, make them immortal or powerful.  In<br>exchange they obtain a link with which they can witness the world and snuff<br>out the life of their vassal at their whim.<br> <br>Vassals are usually empowered by the archdemons, usually with sorcerous<br>abilities as well as other lost talents like fleshforming.  They may be<br>given powerful abilities to influence the minds of others, to use<br>destructive magic or to fleshform monsters or loyal foot soldiers, usually<br>using animals as templates.<br> <br>Every archdemon, like all other demons cares only for causing death,<br>destruction and misery, and the tasks they set their vassals to are always<br>to further these ends.  They may be straight forward like building a bomb or<br>unleashing a army of fleshformed monster soldiers, or more subtle like<br>becoming involved in human trafficking, force prostitution, or just running<br>a company that forces it&#8217;s employees to work 14 hour days.<br> <br>The ways in which vassals operate is as varied as can be, but their motives<br>are always evil in service to their archdemon.  Finding\/stopping, and<br>eliminating vassals is one of the most important tasks that players might<br>have to do in order to protect the world.<br> <br>All six of these antagonists are important and a mixture of all five is<br>crucial to a good RP environment.  It may be tempting to make everything<br>about the demon threat but by doing that you&#8217;re doing your players a<br>disservice, inferno is a whole world, living and breathing.  Enemies are not<br>always external and clearly distinguishable as good or bad, terrestrial and<br>morally complex threats also exist, and it&#8217;s by dealing with all of those<br>that players get to live in this world.\n<\/div><\/div><\/article><article id=\"post-31180\" class=\"category-display-post\"><a id=\"story-runners-explained\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Story Runners Explained<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\nStory runner are Havens version of what might be Game Masters in other<br>RPGs.  They are special characters who operate to help create and run RP for<br>the players.  <br><br>They differ to other games in several ways: Firstly they are not staff, and<br>do not have unlimited powers, they are given several very handy code tools<br>for doing their job, anybody can become one once they&#8217;ve played the game for<br>a little while, and their ability to create and run RP is based on a trust<br>and vote system ensuring no player ever will be in a position where an SR<br>they don&#8217;t trust has power over them.  <br><br>To become an SR simply type storyrunner (name) and that will begin the<br>process.  You do not lose your existing character when you do this, but they<br>will be automatically logged off once the storyrunner creation begins.<br><br>SRs automatically attempt to run the RP in any room they enter after a short<br>delay, but they can&#8217;t generally been seen moving around, they always appear<br>as spirits but their name is visible when looking at them.  <br><br>SRs can travel around by using the SWalk command, which takes the same<br>arguments as taxi or travel but is instant and silent, and they can bring<br>players with them.  They can also make areas in a location called mists,<br>which they can use to make rooms for any where they want, they can access<br>all their own rooms made in those areas even if made private.  If they make<br>rooms status public other SRs will be able to use them also.<br><br>All staff are considered SRs and have all the same powers as they do,<br>players also are set to automatically trust staff, if you wish to turn this<br>off typing story off will set you as a character that staff doesn&#8217;t have<br>trust over, and will indicate you have no interest in staff run stories.  <br><br>SRs earn karma from roleplaying and running rooms.  <br><br>Players can attempt to contact available online SRs with the STalk command.<br> <br>SRs, either player SRs or immortals are not obligated to SR anything if<br>they do not wish to, they are free to choose what RP they want to run. If<br>SRs don&#8217;t want to run things for you, it might be worth asking why and<br>working to fix those problems.\n<\/div><\/div><\/article><article id=\"post-31043\" class=\"category-display-post\"><a id=\"storyidea-approval-guide\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Storyidea Approval guide<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\n<span style=\"color:#ffffff\">In General<\/span>: Storyideas must at least not directly contradict any of the game&#8217;s<br>lore. Storyideas should have some fairly clear outline of what is going to<br>happen and what their scope is. They should try to fit within the general theme<br>of paranormal horror.<br><br><span style=\"color:#ffffff\">Adventures\/Quests<\/span>: Adventures must take place outside of Haven and not impact<br>the grid or the players on the grid. They must be entirely opt-in, meaning that<br>players should never feel obligated to go on an adventure even if they<br>don&#8217;t want to. The characters should have a reasonable understanding of<br>the potential risks of going on any given adventure.<br><br><span style=\"color:#ffffff\">Other\/Personal<\/span>: On grid plots will generally only be approved if they&#8217;re<br>very low key and don&#8217;t have a lot of supernatural elements. They&#8217;ll also likely<br>not be approved if they involve a lot of heavy antagonism or there seems a<br>reasonable chance that other people will be sucked into the story despite their<br>OOC interests.<br><br><span style=\"color:#ffffff\">Backgrounds<\/span>: Ideas that involve someone&#8217;s background will only be approved if<br>there&#8217;s nothing questionable about that background. Which generally means it<br>must be a pretty straight forward background, any elements of victimization<br>in the background or aggrandization or claims to special status or events are<br>likely to be grounds for having the idea turned down. Such backgrounds need<br>to support themselves based on the RP of the character and won&#8217;t be given<br>any staff stamp of approval through an associated approved plot.<br><br><span style=\"color:#ffffff\">Victimization<\/span>: Ideas that involve significant victimization or directed<br>antagonism are unlikely to be approved.<br><br><span style=\"color:#ffffff\">Aggrandizement<\/span>: Ideas that involve significant aggrandizement of the participants<br>are unlikely to be approved. That might mean that when they succeed some great<br>event occurs or that they&#8217;re chosen for the mission because of being super<br>special.<br><br><span style=\"color:#ffffff\">Tips<\/span>:<br><br><span style=\"color:#008080\">*<\/span>Very few Fae messing with people ideas get approved. Ideas that involved the<br>big three antagonists directly are treated carefully to begin with but most Fae<br>based plots are often either too silly or too heavily about victimization to be<br>approved.<br><br><span style=\"color:#008080\">*<\/span>Ideas that seem to be sold by their importance, or impact instead of the<br>actual story usually get turned down. As a general tip you should try to<br>get people interested in your adventures by the quality of your storytelling<br>and writing, not by offering bigger rewards or more impactful events or<br>anything similar to your players than other SRs.<br><br><span style=\"color:#008080\">*<\/span>Gods\/Fae\/Demons really care nothing about their human descendants. Ideas<br>based on my godly ancestor comes down to tell me I&#8217;m awesome etc are<br>unlikely to be approved.<br><br><span style=\"color:#008080\">*<\/span>Ideas that would cause the secrecy of the supernatural world to be<br>compromised are unlikely to be approved.<br><br><span style=\"color:#008080\">*<\/span>Ideas using existing lore, subfactions and territories are more likely<br>to be approved than those who make up new ones.<br><br><span style=\"color:#008080\">*<\/span>In general the smaller the scale, the more human the antagonists and<br>the more morally complex, gritty, dirty and real the concept the more<br>likely it is to be approved.\n<\/div><\/div><\/article><article id=\"post-31353\" class=\"category-display-post\"><a id=\"traveling-explained\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">Traveling Explained<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\nNormal getting around is down through cardinal directions, typing north,<br>east, south, west, up, down, northeast, southeast, southwest, northwest.  Or<br>n, e, s, w, u, d, ne, se, sw, nw.  <br><br>Some rooms you may not be able to get into, such as air rooms if you can&#8217;t<br>super jump or fly, while others such as underwater rooms you&#8217;ll only be able<br>to stay in for a short time if you can&#8217;t breathe underwater.  <br><br>To get around the town faster you can hail a taxi, drive a car or<br>motorcycle, or get in the town trolley.  The town trolley is free to ride<br>and regularly stops at locations around town, just type board when it stops<br>near you, and disembark when it has arrived where you want to go.  <br><br>To hail a taxi type taxi list to see all the intersections taxis stop at,<br>then taxi (number) to travel to one, this is fairly quick but you will have<br>to pay for the ride.  Cars and motorcycles are used similarly but with the<br>commands drive (location) and ride (location) You can put the names of<br>passengers you wish to bring after the location such as drive 1 Bob Sue Jane<br>and as long as they are following you, they&#8217;ll come also.  <br><br>If you want to move out of town you will need to use the travel command,<br>this can be used at the intersection nearest the bus depot in the<br>northwestern part of town.  To see a list of rooms you can go to type<br>roomlist, and then travel (number) to go there.  You can also use travel<br>car\/motorcycle\/plane (number) to use alternate methods to the bus, and bring<br>people with you by including their names afterwards in a list.  <br><br>To make rooms outside the town for people to travel to you&#8217;ll use the<br>makeroom command.  <br><br>Traveling by plane is necessary for leaving the continent and much faster<br>than other methods, but costs a fair bit.  <br><br>You can type stall when using any sort of travel to pause where you are so<br>you can RP in your vehicle etc.  <br><br>You can use follow (person) to follow someone around, follow self will stop<br>following.\n<\/div><\/div><\/article><article id=\"post-31457\" class=\"category-display-post\"><a id=\"user-interface\" class=\"post-name-anchor\"><\/a><h2 class=\"category-display-post-title\">User Interface<\/h2><div class=\"category-display-post-content\"><div class=\"category-display-post-full-content\">\n<span style=\"color:#ffffff\">Color<\/span><br>&#8211; Is used to turn the display of ANSI color on or off.<br><span style=\"color:#ffffff\">Width (number)<\/span><br>&#8211; Is used to set the number of characters wide that you would like your display to be.<br><span style=\"color:#ffffff\">Length (number)<\/span><br>&#8211; Is used to set the number of lines you&#8217;d like to display at once.<br> <br>Default Length is 22 lines, default width is 80 characters.\n<\/div><\/div><\/article><\/div><\/div>\n\n\n\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\" style=\"flex-basis:33.33%\"><div class=\"custom-category-post-list \"><ul><li><a href=\"#post-31326\">Combat explained<\/a><\/li><li><a href=\"#post-31335\">Combat Mechanics<\/a><\/li><li><a href=\"#post-30744\">Dream Identity<\/a><\/li><li><a href=\"#post-31152\">Lore Primer<\/a><\/li><li><a href=\"#post-31519\">Newbie Roleplaying tips<\/a><\/li><li><a href=\"#post-31337\">Progression Explained<\/a><\/li><li><a href=\"#post-31175\">Roleplaying Angelborn<\/a><\/li><li><a href=\"#post-31347\">Roleplaying Explained<\/a><\/li><li><a href=\"#post-31350\">Roleplaying Guide<\/a><\/li><li><a href=\"#post-30617\">Roleplaying Society Positions<\/a><\/li><li><a href=\"#post-31374\">Setting<\/a><\/li><li><a href=\"#post-31522\">Story Runner Guide<\/a><\/li><li><a href=\"#post-31180\">Story Runners Explained<\/a><\/li><li><a href=\"#post-31043\">Storyidea Approval guide<\/a><\/li><li><a href=\"#post-31353\">Traveling Explained<\/a><\/li><li><a href=\"#post-31457\">User Interface<\/a><\/li><\/ul><\/div><\/div>\n<\/div>\n","protected":false},"excerpt":{"rendered":"","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"_bbp_topic_count":0,"_bbp_reply_count":0,"_bbp_total_topic_count":0,"_bbp_total_reply_count":0,"_bbp_voice_count":0,"_bbp_anonymous_reply_count":0,"_bbp_topic_count_hidden":0,"_bbp_reply_count_hidden":0,"_bbp_forum_subforum_count":0,"footnotes":""},"class_list":["post-31543","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/pages\/31543","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/comments?post=31543"}],"version-history":[{"count":0,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/pages\/31543\/revisions"}],"wp:attachment":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/media?parent=31543"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}