A quest is a moderated session led by a GM (Game Master) who sets the scene, provides an objective, plays the NPCs and enemies that the characters may encounter, calls for dice rolls, and determines the results of those rolls.

A quest can be almost anything. Some are combat-heavy, some might focus on exploration and puzzle-solving, some quests might be only social interaction, and some might be a little bit of everything. Assassination, investigation, adventure, drama, violence, world-shattering events or personal tales of revenge – all of it can happen in a quest.

Quests can last from 1 hour for a quick, story-light 'shoot em up' session to 3 hours for an important, plot-heavy session. EXP and money is awarded based on the length of time a quest takes, ranging from 100/$100 for a quick quest and over 200/$200 for a longer one.

Joining A Quest

A GM will usually schedule a time in advance to run a quest. However, if there are enough people online at the same time, they may run one on the spot.

The GM will tell all interested players to join the quest channel. Quests are run in a separate channel from the main RP so that those who don’t want to participate can continue to RP as normal. Players should be using the nicks of the character they are questing as.

[Asking for stats bit – may be redundant depending on site functionality]

How Quests Work

Quests can be structured very differently depending on the story, characters involved, and the GM’s style. But USUALLY you can expect the following:

-          There will be some RP at the beginning of the quest to set the scene

-          The GM will introduce an event that sets the quest plot in motion

-          The characters will RP their various actions and reactions as they participate in the plot

-          The GM will call for dice rolls to determine if certain actions are successful (for example, breaking down a door or spotting a hidden clue)

-          The characters may engage in combat against enemies

-          The characters reach the conclusion of the plot and receive a reward of EXP and money

Players RP their characters as normal. The only difference is that they do not dictate the state of the scene, or the successes and failures of their characters. The GM will relay information about the environment and NPCs, and will also interpret the dice rolls. Players will roll their own dice using the channel’s dicebot.

If a player needs to drop out of a quest at any time, they may do so at no penalty to their character. They will be awarded partial EXP based on how long they were in the quest.

Sometimes, a GM may also need to cut things short due to RL. Or, a quest could be running longer than expected, or it’s a part of a multi-part scenario. In either case, the GM may opt to cut a quest short, award EXP, and continue it again on another day.


A jump is a special scenario within a quest - where one or more player characters attack another player character.

In a world as varied and violent as Midnight City, it is not expected that all characters will get along. Some belong to rival gangs, some just have grudges, but whatever the case there are allowances made for PvP combat within a quest.

If a character wishes to jump another, they must first msg the GM and state their intention. The GM will instruct them to write their attack post and roll. The fight will be handled with standard combat rules; the attacking party may get an ambush bonus if they are attacking by surprise.

Note: Not all GMs will allow jumps in their quests! They will state at the beginning of the quest whether or not jumps are allowed.

The two characters will fight until one dies, one yields, or the fight is broken up either by the rest of the player characters or NPCs.

Cool Points

Cool Points allow a character to designate an action that would ordinarily require a roll as an auto-success (in a very cool fashion), at GM's discretion. Cool Points are awarded by the GM to individual players for good RP during the quest, including but not limited to: realistic portrayal of a character's negative traits or the negative consequences of their actions; being a positive group leader and pressing the action forward; going out of their way to include all characters in the party's plans; coming up with interesting, creative solutions to problems in the quest.

All players start with 0 Cool Points. As a guideline, as GM should not award more than 1 Cool Point to a single character in a single session, however, characters may earn more Cool Points through Risk Bets (see below).

Risk Bets

When a character must make a roll to complete a dangerous task, they have the option of making a risk bet to lower the DC of the roll by 1 to 3 in exchange for an increased potential penalty should they fail the roll.


Joe needs to leap between two rooftops. It is raining, so the roof is slick, and he is trying to outrun the enemy. The DC of the roll is 17. Should he fail this roll, he risks sustaining fall damage, but may have an opportunity to grab hold of a fire escape to slow his fall. However, Joe decides to make a risk bet.

*Joe pushes himself as hard and as fast as he can and leaps off the edge of the building, reaching out for the other side at the apex of his jump. [Taking a risk bet on the jump roll]

GM: The DC of the roll will be lowered to 15, but you risk breaking a bone on the fall. Do you take the risk?

Joe: ((Yes))


Joe: !roll 1d20+4

Dicebot: Joe rolls 1d20+4 and gets 14

GM: Joe leaps off the building, a flash of lightning and a crack of thunder just as he reaches the height of his jump... But as he comes down he doesn't find footing on the edge of the opposite roof and slips off the rain-slick concrete. He grabs for the fire escape, but the rusty metal pulls partially free from the wall and he loses his grip, tumbling down into the alley, bouncing off a dumpster with a sickening snap, and hitting the wet asphalt with an unceremonious smack. It doesn't take long for his body to register the intense, fiery pain of his broken left tibia.

If a character rolls a critical success (nat 20) on a risk bet, they perform the risky action with such style that it earns them a Cool Point.

Quest Etiquette

Players in a quest should not RP in the main channel at the same time. Your full attention needs to be on the quest, out of respect to the GM and fellow players.

Players who take issue with a GM’s ruling during a quest should wait until AFTER the quest has finished to speak to them about it. A GM has every right to remove a player from the quest who is challenging them in the middle of it, which disrupts the quest and negatively affects all the other questers.

Players must refrain from ‘rules-lawyering’ during a quest. Understand that the two most important words in any quest are ‘GM DISCRETION’. A GM may employ house rules or interpret game rules in a different way than you.

Players should post as quickly as they can to keep things moving. This is not Shakespeare and your writing does not need to be perfect. If you are taking more than 5 minutes to post when it is your turn, this significantly slows the quest down.

Players must keep OOC chatter out of the quest, unless notifying the room that they will be AFK (allowing the GM to skip their turn).

The End of the Quest

The quest will end when any of these conditions are met:

- the characters complete the objective

- the characters completely fail the objective

- the characters all die

- the GM must cut the quest short

At the end of the quest, everyone will receive their EXP and cash rewards. Shop items will never be given out as quest rewards. Souvenir items of no value may be given out.

If the party fails their objective or dies, the quest may end with only an EXP reward and no cash.

In certain situations, the GM may award bonus EXP/$$ to players who did an exemplary job in the quest by pushing the plot forward, playing well with everyone in the party, and/or implementing interesting and unexpected strategies during the course of the quest.

Player Quests

Players may run their own quests (PQs) when there is no GM-run quest scheduled. A player quest follows the same rules as a standard quest, however the rewards given out are lower.

A PQ is not considered 'canon' to the game unless it is monitored by a GM. A monitored PQ has a higher reward than an unmonitored PQ.

Character deaths during a PQ will not be counted on a character's sheet, even when monitored.

[stuff about submitting logs etc. for a PQ to get updated]

Quest Types and Rewards

Quest Type Duration Reward
PQ - Unmonitored Any 50/$50
PQ - Monitored Any 75/$75 to 125/$125
Shoot em up ~1 hour 100/$100
Standard Mission 1 1/2 to 2 hours 150/$150
Minor Plot Arc ~2 hours 175/$175
Major Plot Arc ~2 to 3 hours 200/$200


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rez rez  Jan 04, 2020 / 2:02 PM
art added to the races pages

guest guest  May 06, 2019 / 6:36 AM

rez rez  Feb 24, 2019 / 12:03 PM
hacking/theft rules and driving/vehicle combat rules are up! now on to crafting

rez rez  Apr 25, 2018 / 8:09 AM
Assorted updates have been posted. Check the forum for details!

Boone Boone  Aug 25, 2017 / 7:25 AM
shiny new sidebar!

rez rez  Aug 16, 2017 / 10:01 PM
duel rules done wheeee

rez rez  Aug 13, 2017 / 1:37 AM
added 2 new classes, operative and street preacher

rez rez  Aug 08, 2017 / 11:19 PM
combat rules are done (mostly). paladin class name changed to defender. paladin group description done. itshappening.gif

rez rez  Jul 30, 2017 / 1:00 PM
doing a big overhaul of combat rules. basically using D&D 5e as the framework and changing where necessary. much simpler than trying to start from scratch -__-

Boone Boone  Jul 23, 2017 / 1:23 PM
doot doot

chadamas chadamas  May 28, 2017 / 12:22 AM
Glad you had a good time! (And good bread and cheese.) Hope to hear more about it soon.

guest guest  May 26, 2017 / 2:03 PM
europe was excellent and so very full of bread and cheese

guest guest  May 09, 2017 / 11:27 PM
Have fun in Europe! -Chad

guest guest  May 07, 2017 / 12:56 AM
in europe atm. work begins again when i return -rez

Boone Boone  Apr 02, 2017 / 11:19 AM
he lives!

guest guest  Apr 02, 2017 / 1:41 AM
Yeah, this is Chad, btw :)

guest guest  Apr 02, 2017 / 1:41 AM
I'm still alive and am still working on this when I can! Promise to have more for you soon.

Boone Boone  Mar 29, 2017 / 8:23 PM
Slowly but surely picking away at the groups

Boone Boone  Mar 15, 2017 / 11:58 PM
No worries! Hope things settle down for you soon.

chadamas chadamas  Mar 15, 2017 / 9:41 PM
Nice! Wanted to pop in here and say that I haven't forgotten about this...just a hectic time right now. I'm still working when I can, though, and am hoping to push a few new things live as soon as possible.

Boone Boone  Mar 13, 2017 / 3:04 PM
started on the engineer skill tree

Boone Boone  Mar 11, 2017 / 10:55 PM
got channels registered on darkmyst, #vancity for IC and #2277 for OOC

Boone Boone  Mar 05, 2017 / 10:50 PM
awesome. I'm mainly working on organization and posting up all the rest of the stuff from the docs right now. I think maybe next weekend I'll see about getting the rooms set up. Should be enough info up to do some test RP.

chadamas chadamas  Mar 05, 2017 / 10:01 PM
Yeah, absolutely! I didn't really have any time this weekend to work on stuff, but should have time to dig back in probably around the middle of next week.

Boone Boone  Mar 03, 2017 / 1:53 PM
question: would it be possible to have a notification/link that shows up to unregistered users and directs them to the newbie/starter guide that I haven't written yet? sort of a "Hey, it looks like you're new, please go here instead of stumbling around in confusion" thing

Boone Boone  Mar 02, 2017 / 9:41 PM
haha, I was going to ask you how I could tweak the css for the blockquotes, but it looks perfect now. also I haven't finished the udemy course yet, still kind of getting through all the stuff I already know since it starts from the ground up, but it's really well structured so far. I signed up for a bunch of other ones to do after it. JS, Python, SQL

chadamas chadamas  Mar 02, 2017 / 8:22 PM
Also: I like the new dice page! Made a quick change to the blockquotes so your examples are more visible.

chadamas chadamas  Mar 02, 2017 / 8:20 PM
Btw, how was the udemy course?

chadamas chadamas  Mar 02, 2017 / 8:18 PM
OK, cool. Really, any time you want to should be fine. If you want to wait a little longer until more of the game-related stuff is ready, though, I'm good with that. I've been paying for this website forever and there has been practically nothing on it for years, so it's not hurting me any to keep it here as long as we need, haha.

Boone Boone  Mar 02, 2017 / 12:40 PM
btw, let me know when it's time to set up the real hosting and buy the domain and all that. i do have a free year of hosting that came with a web dev course on udemy, but i think it'll be a little pricier (to renew) than bluehost and also doesn't come with a domain.

Boone Boone  Mar 02, 2017 / 9:21 AM
ooo, shiny

chadamas chadamas  Mar 02, 2017 / 12:02 AM
Oh, by the way, there is another admin theme installed for Processwire if you want to check it out. When you're in there, click your name in the top-right corner, go to Profile, and then switch to Reno. If you don't like it you can always switch back, but I much prefer it :)

chadamas chadamas  Mar 01, 2017 / 11:56 PM
Thank you--I like the work you've been doing too! I went ahead and added a profile switcher in the sidebar as well. I could see scenarios where it would be annoying to navigate to an entirely separate page to switch accounts and then try to find your way back to where you were. This should switch you right there on whatever page you're viewing.

rez rez  Mar 01, 2017 / 11:53 AM
this profile switcher is snazzy

Boone Boone  Mar 01, 2017 / 12:19 AM
no worries! The game system isn't even finished yet, lol, so it's not like anything's being held up

chadamas chadamas  Mar 01, 2017 / 12:13 AM
One more thing that just occurred to me to mention: I know I'm spending a lot of time on the interface/player front, but I promise I haven't forgotten about the game itself. I am working on character generation, level-up functionality, shops, etc. as just trying to get a solid foundation here to build on as we progress.

chadamas chadamas  Mar 01, 2017 / 12:04 AM
Oh, the changes might require a hard refresh or cache clearing again.

chadamas chadamas  Mar 01, 2017 / 12:04 AM
Went ahead and uploaded some new stuff--mostly account page-related. You should be able to select your active profile directly from there now. Edit functionality is still in the works but should be coming soon. Also, if you're seeing the Admin Dashboard link in the nav next to Processwire, the Site Setting portion should actually allow you to change the site title and the homepage text for now.

chadamas chadamas  Feb 28, 2017 / 7:25 PM
Sounds good and should be fine. Anything and everything here will be exportable. Page looks good, by the way! Going to try to finish up a couple of things in the next day or so and then will push some more updates live.

Boone Boone  Feb 28, 2017 / 8:38 AM
google drive is blocked at work so I'm doing some updates to the race descriptions directly on here >.>

chadamas chadamas  Feb 22, 2017 / 11:33 PM
Cool...shoutbox still works :)

chadamas chadamas  Feb 22, 2017 / 11:33 PM
Just a test after some updates

Boone Boone  Feb 18, 2017 / 9:17 AM
Oooh, I really like that level up indicator! Also like the changes to the navigation

chadamas chadamas  Feb 18, 2017 / 12:05 AM
Haven't pushed a whole lot more live yet, but there are a few new UI-related things ready for review. Might require a hard refresh or cache clearing. Mostly just in relation to heading and form label fonts, subtle navigation menu changes, and sidebar updates. The sidebar shows one idea of how to show that a character has earned enough XP to level up and is ready to upgrade stats.

chadamas chadamas  Feb 15, 2017 / 10:30 PM
Yeah, I'm liking it too. Good suggestion! I've done some more work locally but haven't uploaded it yet. Working back and forth between an admin editor so that you can create/edit pages and a more robust character generator with stats included. Hopefully have more for you to see this weekend.

Boone Boone  Feb 15, 2017 / 10:11 PM
really digging the greyscale sidebar

Boone Boone  Feb 14, 2017 / 9:35 PM
sounds good. I can do something in Illustrator and scale as needed

chadamas chadamas  Feb 14, 2017 / 9:31 PM
For the logo size, not sure off the top of my head what would work best, but I'd go large initially if you decide to go ahead and start working on something. Much easier to scale down than up. To work in the menu for this layout, probably something with a greater width than height would work best.

chadamas chadamas  Feb 14, 2017 / 9:28 PM
Glad you're liking it and glad to see that you were able to successfully create a character account! Edit functionality is coming soon. I like the idea of the grayscale pattern with a thin blue border. I will give that a try!

Boone Boone  Feb 14, 2017 / 9:24 PM
this is so cool. also re: logo, let me know the size and I'll whip something up. As for the sidebar, maybe just a grayscale of that techy pattern with a thin blue border?

blah blah  Feb 13, 2017 / 11:13 PM
Also just discovered that there was a problem with sub-profile creation related to avatars. You should now be able to create new characters from the account page with or without a profile picture.

chadamas chadamas  Feb 13, 2017 / 10:20 PM
Think the navigation is looking a little better now. A nice logo to replace the "Vancity" text would probably bring the whole thing together. Wondering about that blue in the sidebar now too, though...not sure it's needed with a cityscape background in the header.

rez rez  Feb 13, 2017 / 3:35 PM

chadamas chadamas  Feb 13, 2017 / 1:13 AM
Oh yeah, and the navigation menu looks pretty bad right now. That's on my radar and will be pretty high on my to-do list.

asdf asdf  Feb 13, 2017 / 12:58 AM
It's all extremely rough, the stuff in the sidebar is static and non-functional (just as a placeholder) for now, but I think we're building on a solid foundation here. And hopefully having a live example that we can play with will let us collaborate more quickly and efficiently. See something wrong or have an idea? Shout it!

chadamas chadamas  Feb 13, 2017 / 12:53 AM
Eventually, many, many things (like this shoutbox) will load asynchronously, so that the entire page doesn't have to be reloaded.

chadamas chadamas  Feb 13, 2017 / 12:51 AM
Just here testing a shout.

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