"Contestants" will officially become as such once they have picked up their first torch.
All contestants will be movelocked for 60 seconds after moving, if the contestant is on their team's territory then they will only be movelocked for 30 seconds
Contests timers will be raised to 20 minutes and use of shoes will be disabled.
Effects such as movelock and heightened timers will only come into effect for those bearing a torch
The game lasts for 48 hours and consists of 2 stages
-- Stage 1: Players will be able to grab torches once every 15 minutes and receive 10 points per successful torch carried to enemy base.
-- Stage 2: Players will be able grab torches once every 45 minutes and receive 30 points per successful torch carried to enemy base.
Points are scored by successfully carrying torches to enemy bases.
Defending players must "camp" no less than 1 scene from their base.
Team bases will change once every 12 hours, alternating between four, predetermined, areas
There may be multiple teams playing for the same capitol.
The highest scoring team of the winning land will win personal rewards whilst the winning lands shall receive prizes for treasury use.
Each team begins with 0 Points.
Each team's base starts as the associated land's capitol
Contestants are allowed to take any route they wish to the enemy base.
The following spells will be banned: Teleport spells( including summon/prot summon) and illusions.
Overuse of spells such as attack lock, mirror ritual, guardian army and otherarmy will be frowned upon and may cause the Torch Master to "dowse" your spirits.
All torch wielders will be unable to be summoned, dragged or jump to leader.
Torches will be able to be grabbed from associated bases.
Torchbearers, if defeated in battle by the fight cause "Torch Kill", will lose their torches and be movelocked for <x> time.
If the attacker loses their battle then they will be movelocked for <x> time.
If a torchbearer receives three attacks using the fight cause "Torch Kill" within a certain period of time, they will be forced to drop their torch, even should the attackers lose -- No Movelock will be implemented for the defender though effects shall remain for those attacking.
All contestants will be able to attack one another regardless of mindpower level
All creature shields must be disabled if partaking in the torches competition. Failure to do so, at any given time, will result in immediate disqualification and all points gained by the individual nullified.
Torches will "burn out" if a player idles or logs out.
There will be a scoreboard page available listing the following info:
Highest scoring players
Current total points for each land.
Players sign up through forum topic posting their Character Name, ID, Land and team within the land they will be playing for.
The torch contest master is allowed to change the torch contest rules at any time for any reason deemed worth for such actions.
The torch contest master is allowed to disqualify players at any time during a torch contest for any reason deemed worthy for such an actions.
All players will have the right to question a disqualification or change of rules and may ask for investigation.
Investigations will be held by three "officials" such as: Chewett, Grido or Mur or judges: Dst, Granos.
Any decision reached by the officials or judges is final.
"Officials" or judges taking part in the contest are unable to partake in investigation.
The torch contests master will oversee the contest and will be the first point of call for: complaints, technical difficulties, issues of cheating or wrongful interference (See below).
Players that try to help, hinder or otherwise affect the outcome of the torch contest, without being a registered contestant themselves, will be considered as "Wrongfully interfering" and will be punished as seen fit by the Torch Master and/or the "Officals".
Torch Master will be able to remove torches from any and all players.
Torches removed by the Torch Master will cause a 60 minute movelock on the torch bearer.
Is this fair?
I believe that the way to making anything "fairer" is not only how the mechanics may work but also how it is overseen. My version of the game will keep mechanics relatively simple whilst relying on the Torch Master to watch and ensure correct decisions are made to ensure fairness and minimise "cheating".
No, it may not be completely fair, or run as smoothly as melted chocolate (not burnt chocolate though -- that's not smooth at all...) but, as this is the first Torch contest in years, whilst possibly having a whole new system, a "good" organiser is essential. They will need to learn from the "Beta" and be ready to improve and modify where needed to ensure a smoother running in future events.
Why do I think I'd suit this role?
Well, I enjoy a challenge, I enjoy organising events and I believe it is a good way to also improve on your own skills. I'm certainly not perfect and the Slave Auction helped me to learn a lot about organising events and the team work, communication and efficiency needed to ensure smooth operation.
I am open to constructive critisism and new ideas and I'd hope that this would allow me to continue learning about event planning in MD.