Trial System

What is a Trial?
In short, trial system is a combination of ingame features that manage to control, dynamically events and roleplays, interactions, knowledges, and map-based roleplays, treasures, npcs rps, and admin headed events, in other words, the way our roleplay can affect mechanically the usual "non responsible" mechanics. Like, trial system is what make it possible to roleplay in a cave you know ICly that may contain a flower that heals any disease, and through roleplay, tests and challanges, you could find a hidden passage in the cavern and roleplay with a dragon there, be friend of him and he would show you the flower location so you can heal your injured/cursed friend back in a main map. See how everything we interact in this example, goes toward usually non RP-able enviroments in a normal mechanic RP game? usually a NPC wouldnt be able to RP back to you, nor a cave, nor a flower be able to do something dynamic that goes offgame, but in Azusa these things are incredibly possible!

You may be thinking like MMORPG quests, because they are somewhat similar to these,  but, trial systems works and do stuffs nothing like the mmorpg quests, first thing is that results of a trial, may (or not) be permanent to the global world depending on what happens during the trials, and usually knowing about a trial information, would simply just mean that: your character knows something special. But how will he use it? depend on the player to player interactions.

Trials basically directions roleplays, and it is completelly bound to the active playerbase interactions, and how the story is driven, in a way it can generate more rps depending on how it goes.

A trial can organize mechanically any type of events due to its dynamism and quick-ingame settings, coming from the example I given to literaly, anything else a dungeon master can make in a tabletop rpg; trials can be organized and set at will.

To get everything working as desired, the trials systems are organized by some important features, but keep in mind the whole game and RP flow works as part of trials; as they influence and change the game's story; these particular important features are:

The important features are:


 * Trial IDs
 * Trial Keys
 * Trial Boxes
 * Trial Triggers
 * Rank Boxes
 * Admin Headed Events
 * Custom Exteriors
 * Custom Common Zones
 * Custom Boss
 * Custom Drops

Trials and Playerbase RP
The trials depends and co-work entirelly with the active playerbase RP, it depends on the generated rp, the way people generate and spread roleplay informations and how they work with it all together, if theres no playerbase RP, theres no trial progression, nor new trials in need to be set etc.

No trial will be made out of nowhere, if no one is searching for nothing, if no one is trying to discover more about nothing, if no one is trying anything beyond the game's normal meta, no trial will be set or expanded, it vary and depend on what the playerbase are doing, searching, needing... throught the actual active RPs and global Story development.

Thats why its very important to organize and explain to the admins the story progressions around your characters and cities, and when the admins are into and knowing the direction the story are heading, they can also make better fitting trial lines.

Player Made Trials
Players will also be able to set trial points and situations in a near future; but this is still not a possible feature. But Player Made Trials will start inactive untill an admin goes there and test it, to then aprove said trial. Usually the player who created the trial won't be able to do it, since trials are to generate more rps, it makes no sense to create a trial line for yourself, (you could just solo rp it.)