The Keep:Quest-a-holics Anonymous

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==About the Guild==

Welcome!
This party is intended to gather between 20 to 40 participants. Players of any level are welcomed, with care taken to protect low level players against the cumulative effects of the crowd during quests (damages are distributed to every participants).



Guidelines
Some basic guidelines for the party: Anyone can start a quest. If you decide to start a quest, post an announcement in the party chat and give everyone 24 to 36 hours to accept the invitation. Details here:
 * Cast two public spells each day. Some spells are benefical for the whole party (aka "public spells"). Details here: Classes / Skills / Spells

Check the chat log once a day, so you know what’s going on. If you have to take off for a while, that’s okay; just have your character rest in the inn until you return
 * Quests
 * Don't create problems. If you have too difficult dailies (readDon't cheat) or if you have bad attitude, this will cause problems to other people. You will be kicked out of the party without warningRmWz3F1.png

We want a friendly party.
Most people don't even read this simple and short page. This is a problem because this leads to a crowd of people sitting among others without doing anything valuable, which is not what we want when we use HabitRPG, and this is not what we want when we join a friendly party. You have to send an email to the party leader to confirm you read this page (please include your nickname). Do it now or you will be kicked out of the party. This will also allow the party leader to have a way to reach you in case of problem. We tried without this formality, but we had very poor results.

Quests
Quests are usefull to lead us to be more efficient about our dailies. Each unchecked daily will cost damages to the whole quest. So most people feel bound to others and we naturally do what must be done without specific effort. Doing quests is not mandatory. You can stay there without registering into any quest. If you think you will cost big damages to other players during a quest, just don't register into the quest. Quests reward us with some goodies, but this quickly fade out when a quest has be done 2 or 3 times.The real power of quests is twofold:


 * less effort to achieve our dailies, because we feel bound to other players. Exactly as when we are in a clan, we do our duties without feeling a specific effort
 * very important: we naturally adjust our dailies difficulty in order to be able to complete most of them. Our brain need reachable goals. Too high aims lead to difficulties (we speak about dailies. Aiming high can be very effective for other things)
 * Some players prefer to have difficult dailies. This leads to big damages during quests, so don't register to quests. Ever.
 * Because only one quest can be run at the same time, and we need some time to register into, it require a little organization in order to minimize wasted time:
 * when a new quest is proposed, we wait 24 to 36 hours then we start it. This allow everybody to have largely enough time to register (we are scattered around the globe, so we have different time zones, and some people only connect to HabitRPG once a day)we decide about the next quest before the current one is finished
 * as soon as a quest is finished, we start the new one (with the 24 to 36 hours registration stage) we start ov
 * seems some people are less active during the week-end. We may manage to have longer registration time for week-ends and/or doing easy quests. As usual, nobody is required to do quests, so if you're not there, it's not a problem
 * Anybody can start a quest (if you have it in your market). Just think about the fact you'll have to be there 24 to 36 hours later to run it. If you see the current quest is over, you are in position to launch the next one without asking.

Quests Completed
Challenges Loterry Winners/

Current Members

 * Prodigy