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Approval Guidelines

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Approval Guidelines

Post by Celestria on Wed Jan 06, 2010 10:13 pm

How to Approve Items on Spirits of the Crystal

I have noticed that there are always issues brought up with Approvals when everyone doesn't have the same standards when Approving. This is an attempt to set unified standards so that as few issues arise as possible. Every so often something will get by. It is not the end of the world, depending on the player in question. Some players will only pull out their full potential if the situation requires it. Some will use it to hold their fellow players down. We want ALL players to have fun. Sometimes that's not going to be possible when someone wants to power-trip. That's why we have rules.

First order of business should always be to make sure that the Template provided has been followed. Some creativity with the Template is allowed. Leaving out whole sections is not a good thing. Just be certain that you know the template for each section. We'll try to keep you aware of updates and revisions to the Templates.

Character:

Characters need to have several lines of description in each section and those descriptions cannot contradict each other. There needs to be some level of coherency to the matter. Be very, very careful that the descriptions do not get overpowered in terms of ability. There *must* be a disability that is more than personality-driven. Either lack in a stat or weakness against a given element, or lack of ability with a given element, or anything. As long as it's more than just personality issues.

Weapons and Armor:

Be careful about enchantments on Weapons and Armor. An Enchantment on a Weapon or a piece of Armor should be no more powerful than would be approved as an Enchantment Ability on a person. Anything requiring magic to activate an attack should be written up as a Spell or a Weapon Skill. Merely activating an Enchantment is not always a spell.

Spells:

The biggest issue is going to be relative MP cost for spells, and how spell effects relate to those MP costs. All spells have to have MP costs and those costs have to be relative to what they are accomplishing. Lists of Canon Final Fantasy Spells can only go so far when we're dealing with Custom built spells that Final Fantasy never imagined. Try to make sure that relative spells have the same cost requirements.

Enchantments:

Enchantments are supposed to be MINOR effects. Not just another place to get some extra spells without calling them spells. They are either passive abilities that do not require magic cost, in which case they cannot be overpowering, or they are activation enhancements in which case they are also supposed to be MINOR. Be VERY careful about Enchantments that provide bonuses to abilities. Stacking Enchantments is a very easy way to become overpoweringly powerful. TRY to anticipate how an Enchantment is going to be used.

Forms:

I am removing the duration limits. They're complicated, confusing, and generally a headache and three-quarters.

Histories:

On some forums, the History section is a formality and a chance for characters to work on image stuff. It's a bit more important here because this is an Original Setting. Most especially with Characters make sure that the History does not contradict or conflict with established backstory. Matters can be adjusted to make things fit if necessary, which is why so much of the setting is still unresolved, but it is something of importance. If there is a question that comes up in terms of the history of something or some point of backstory, feel free to ask me either for a clarification or for an alteration or whatever. I'm adaptable on most things.

More clarifications will be added when other issues need to be addressed.
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Celestria
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