Dragonkin Mating Runs & Flights Tips & Guidelines

For all the Mating Flights and Runs of all dragonkin who wish to test their suitors of New Atricis. Tips on Flights and Runs can be found within as well.
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Karkeloth
Posts: 379
Joined: Sun Mar 15, 2015 12:08 am

Mon Mar 30, 2015 1:58 am

All you could ever need to know about
Dragonkin Matings

Specifics on Dragons
Specifics on Whers
Specifics on Daywhers
Specifics on Pearls coming soon
Specifics on Pets coming soon

OOC Etiquette
  • Remember that Flights are supposed to be fun!
  • Be a good sport during and after a Mating, whether or not you win
  • No harassing, coercing, or trying to guilt the host or the participants in a Mating
  • Bear in mind not everyone likes Matings, so some players may only participate in the Clutching Matings out of necessity and not participate in non-clutching Matings much if at all.
  • That being said, we do still highly encourage participation in ALL Matings, and Marks Prizes concerning Matings aren’t clutching or non-clutching specific.
  • We suggest posting in the Mating Planning forum prior to a Mating start to prepare others who might be interested. This also helps make sure people don’t accidentally “steal” a planned Mating time from someone else.
  • At Atricis we accept it as our canon that a Dragonkin with a rider/handler who is too young (under 16 turns), or is not emotionally or mentally ready or capable of handling Mating Lust and potential intimacy will not Rise or Chase until their rider is ready
  • This also means characters under Pern’s age of consent (16 turns of age) cannot participate in Matings.
  • Remember, bad etiquette from characters IC during and after a Mating will most likely have IC consequences, so don’t try to play off unacceptable behavior (such as any form of abuse, assault, emotional manipulation, etc.) from your characters as ok behavior. Some characters behave badly, that’s fine, but be prepared for IC consequences for characters acting badly.
IC Etiquette
  • Be respectful to the host (rider/handler) of the Mating, be they male or female.
  • Brawling as a result of Matings (due to unchecked jealousy, anger, frustration, etc.) is unacceptable. Those that brawl as a result of Matings (either during, before, or after a Mating) will be punished accordingly.
  • Participants of an Open Mating are not to intimidate or emotionally manipulate the host of the Mating into influencing their dragonkin choose theirs. The choice is up to the dragonkin herself, and/or the host.
  • Hosts who do not wish to participate in traditional Open Flights may host a Closed Flight or a Locked Flight. It is suggested, however, you figure out what you want to do prior to the Mating occuring.
  • Participants who do not wish to participate in traditional Flights may lock themselves away from the Mating party.
  • Riders/Handlers wearing the Arm Bands are NEVER to be approached for Mating related relations. Failure to obey the meaning of the Arm Bands will result in punishment for a criminal offense.
  • Riders/Handlers who participate in Matings openly but do not want to be taken in by a Flight Moth may wear a thinner version of the Arm Band that denotes Flight Moths leave the person alone.
Hosting Matings (OOC)
  • Non-clutchers, Semi-clutchers, and Demi-clutchers can all be tossed into Mating as the player sees fit. For Semi and Demi clutchers, staff will let you know if that Mating will result in a clutch or not.
  • Clutchers, Semi-clutchers, and Demi-clutchers will generally be informed before a Mating if the staff is looking for your clutcher to produce a PC clutch so the player can plan accordingly. More info about Clutcher Matings under Clutcher Matings PC & NPC
  • Matings can be multiple rounds of posting, or even just one round of posting before the winner is chosen. There are no Mating length requirements.
  • Non-clutching Matings with predetermined winners are acceptable, HOWEVER, it is suggested Matings with predetermined winners are held as a private thread instead of like any other Open Mating. At the very least, if you must run the thread open, players have to be informed at the beginning of the Mating there is a predetermined winner, and keep in mind fewer people will be interested in predetermined Matings.
  • If there is a male that you would be HEAVILY inclined to pick as the winner just for showing up, regardless of any other Mating factors, it is suggested you employ one of the potentially unbiased methods (outlined later on), or at the very least inform players at the beginning of the Mating that there is a likely Winner already.
  • Generally, it is considered a bit unfair to start an open thread Mating with a winner in mind already. While you can still select your in-mind winner if you inform players ahead of time that might/will happen, we do suggest employing either the Random Method, Simplified Method, or Shai Method for selecting the winner in cases where there is heavy bias. The other option is holding the Mating as a private thread with the selected winner.
Mating Hosting Types (IC)
Open Matings
Considered the most traditional as well as the logistically easiest of Mating types, Open Matings are most common among Dragonriders. Traditionally, it has been seen as the dragon chooses, the rider complies, and some of that has leaked over into the other Dragonkin as well. While some still choose this based solely on tradition, others choose this because it’s what feels right or they believe it to be the best for their bonded dragonkin. Others may simply choose Open Matings because they like to. There are many reasons someone may choose an Open Mating, and it is rarely looked down upon to do so and is not considered infidelity if someone is in a relationship at the time of an Open Mating.

Any male dragonkin and rider/handler can participate in Open Matings, with any male Chasing that heeds the call of a Rising female, and any rider/handler willing going to the host of the Mating with the hopes of their male winning. The Rising female, in this Flight, gets to choose who she desires, and it is often believed that the rider of the female can influence her choice in these Flights as well, sometimes making it a combined choice between Rider and Dragonkin.

Closed Matings
While not as common, Closed Matings are still practiced by some individuals. In the past, those that chose this route tended to be those that didn’t want to have their door open to whoever showed for the Mating chase. These individuals would find a solution in selecting one or multiple individuals with males that can Chase and timing their schedule around the mating habits of their female. When the female was getting close enough to Rising, the host and those selected would leave the Weyr and go somewhere where other Dragonkin wouldn’t join into the chase. This would make sure only the person/persons desired participated, but it is safe to assume this is a difficult Mating type logistically, and requires good timing and for the rider/handler of the female to be very intune with their female.

Only those selected participate in Closed Matings, partly because they usually occur away from the Weyr in a “private” area from other dragonkin. The bright side to this type of Flight is the host can relax during the Mating, though the Rising female must choose from only the males pre-selected by their rider/handler.

Locked Matings
Originated in Old Atricis Weyr by Weyrwoman Solange pf Gold Tsunath, this type of Flight is still a rather new concept, but has gained some traction as an option for riders/handlers. Many who choose this choose it due to personal reasons, such as not wanting to be with whoever the winner is, choosing it for the sake of a romantic relationship (whether it be themselves or their partner who can’t handle Open Matings), sexuality preferences, or any other number of reasons.

Any male dragonkin can participate in a Locked Mating, but only the one/those selected to be with the host rider/handler are allowed to be with them. In this Mating type, the female gets to choose whichever male she wants, but the host rider/handler is only with those they have chosen, so other riders/handlers of the males cannot participate. Sometimes this type of Mating is considered unfair due to the possibility of influences from the rider to the female, and is also known to reduce the sizes of clutches overall, which is believed to be due to the riders and dragons not being 100% in sync during the Mating.

For Dragonriders, a combination of colored bands and a list allows potential participants know if a host’s door is Locked or not. For everyone bonded to Dragonkin, they can choose the bands. On a hind leg is a red and gold band on the male or female Dragonkin, while the rider wears a matching band on their upper or forearm. These serve to visually let others know the rider/handler is off limits during Matings so when a Mating comes around no one goes to them as if it were an Open Flight. Flight Moths also cannot approach people with armbands, and disregarding the wearing of a band is a criminal offense. A version of the Arm Bands that is designed to be visibly thinner than the normal band, is available to those that wish to participate in Matings openly, but do not want to be taken in by a Flight Moth.
Methods for Choosing Winners of Matings
Below are various methods for hosting Matings. Over the years, we have noticed that Matings have stagnated, in part because the use of a randomizer all the time has become so much the norm that we feel people have become jaded and don’t feel like trying because it’s completely random anyways. That isn’t to say using a randomizer is bad! Everyone is allowed to run their Matings however they want as long as they aren’t being blatantly unfair (for example, Matings with predetermined winners should probably remain private to just the host and winner if playing it out is desired). Below are just some various methods for Matings to inspire new ways to host Matings as well as give premade ways to decide winners. In the end, everyone can run their Matings how they want, because they are supposed to be fun in the end.

Random Method
Leaving it entirely to chance either by a randomizer or dice roll.
May or may not consider male sizes, colors, and abilities.
Pros: Simple, easy, potentially unbiased
Cons: Doesn’t consider effort players may or may not put in

Handpicked Method
Personally choosing who wins based on different variables
May or may not consider male sizes, colors, and abilities.
May or may not consider IC character relationships
May or may not consider effort put in by players
Pros: Getting to pick by whatever criteria you choose
Cons: Potentially biased, potentially unclear what criteria host is looking for in winner(s)

Simplified Method
Considering male sizes, colors, and abilities, but final decision made by a randomizer
This method requires taking into consideration the sizes, colors, and abilities of participating males.
All participating males go into a list randomizer, one slot for each male to start.

Males with the following criteria get an extra randomizer list slot for EACH met criteria:
  • Same Size Class
    Radiant Agility (for Matings of Agility, Speed, and Mix Class Rising Females)
    Staying Power (for Matings of Cruiser, Stamina, and Power Class Rising Females)
    5+ Turns old (apply only once)
    15+ Turns old (apply only once in addition to 5+ turns)
    Male has Caught this Female before
    Color preference (if the female prefers certain colors. Example: Golds generally prefer Bronzes while Greens likely prefer Blues)
Edits can be made to what is considered. For example, if a female or rider has favorites can be considered, or how much effort a player put in to their posts. In cases of Leadership Flights, the influence of who would make an appropriate Weyrleader may also play a big role. At the end of it, the finished list is randomized for the winner.

The Shai Method
This method, written and compiled completely by Shaihulud, is a very in depth and well thought out method for Matings. The guide for it is long, but it is a well worth consideration for how to run Matings that considers all of the variables while also remaining as fair to everyone as possible. So we do suggest taking the time to read this guide. While it is geared most toward Dragon Flights, its concepts can be applied to other Matings too.
Clutcher Matings PC & NPC
  • PC Matings/Clutches refers to Matings that will result in a PC Hatching. While NPC means those that will result in an NPC Hatching.
  • Clutchers, Semi-clutchers, and Demi-clutchers will generally be informed before a Mating if the staff is looking for your clutcher to produce a PC clutch so the player can plan accordingly.
  • Players of full Clutchers (example: Golds and Andalusites) will need to stick with a schedule for their female’s Matings. A quick schedule guide can be found below. Generally the schedule is selected by the staff, but we do listen to input from the player of the female and in some cases will move around if a player requests or needs it to.
  • If you are given a clutcher, the staff is entrusting you to post their Flights/Runs in a timely manner, whether PC or NPC.
  • In Atricis, Full Clutchers cannot host Closed Flights, but can host Open or Locked Flights. This is to ensure that the best males are breeding as well as keep the gene pool in Atricis diverse, but also allow Clutching Riders/Handlers (especially in the case of Dragonriders) to abstain from usual Mating practices if desired.
  • Due to many Full Clutchers are Rising less due to the upcoming Interval, and our slower passage of IC time vs RL time, many Full Clutchers will likely only see a Mating once to twice a RL year. This was done to give plenty of RL time between important Matings and give room to non-clutching females to have fun too.
  • Fuzzy timing a Mating if it is needed is acceptable within reason, as long as the fuzzy timed Mating is still occurring within the IC season for that clutcher. If you entirely miss the season for your clutcher’s Mating, then it will be assumed IC she did not Rise for whatever reason that time and will have to wait for her next scheduled time.
  • While missing multiple Matings may result in a warning or a requirement to make your clutcher no longer clutch (whether by going sterile, being transferred and becoming an NPC, or by becoming deceased), we do feel it is important to state that we require more activity than just running Matings for your clutcher, and inactive clutchers are much less likely to be given PC clutches as we like to prioritize active clutchers for PC clutches.
  • Staff decides the clutch number and color distribution and will send you the necessary information after the Flight/Run is concluded.
Clutcher Mating Cycles
{Cycle 1 - Odd Turns}
IC Autumn --- Andromedath (Late Season)
IC Winter --- Dolcekil (Mid Season)
IC Spring --- Lennoth (Early Season)
IC Summer --- N/A
{Cycle 2 - Even Turns}
IC Autumn --- N/A
IC Winter --- Lauruth (Late Season)
IC Spring --- N/A
IC Summer --- Soquilith (Early Season)
{repeat}
Last edited by Karkeloth on Tue Nov 13, 2018 11:50 pm, edited 6 times in total.
User avatar
Karkeloth
Posts: 379
Joined: Sun Mar 15, 2015 12:08 am

Mon Mar 30, 2015 1:59 am

All you could ever need to know about
Dragon Mating Flights
Flights and Riders
  • Flight Lust is the term for the strong feelings and desires riders feel during Flights as a result of their dragons. Flight Lust is generally a very strong feeling and can be insanely hard to resist, so many riders do not. “The dragon chooses and the rider complies.”
  • It is not uncommon for the same male dragon to Catch the same female multiple times, especially if the riders have an emotional bond.
  • In Open Flights, the host rider and winning rider traditionally engage in intimate relations with one another, usually giving in to the lusts from their dragons and satisfying their desires with one another.
  • Flight intimacy between a host rider and winning rider is not seen as infidelity because the desires are difficult to control, especially once the Catch has been made.
  • Because of this intensity and strong desires, Locked Flight hosts are encouraged to have an approved companion with them for the end of the Flight, though an individual can choose to be alone, though being totally alone has been described by some who have done it as excruciatingly frustrating due to the sheer power of need from their dragon affecting them, so it is very uncommon.
  • Riders still new to Flights can have a harder time keeping themselves from being completely taken over by their dragons. They can also have a harder time remembering the Flight, oftentimes having a hazy, very broken memory of it at best, though there are exceptions (Brekke’s Grace for example).
  • At Atricis we accept it as our canon that Riders can exert enough control over their male dragons to “ground” them from a Flight, as long as that Rider has the needed willpower to mentally overpower their dragon. (Similar to how a Queenrider mentally overpowers her Gold from gorging when she Rises.)
  • In the rare cases of a rider being barred from Flights as punishment for unacceptable or criminal behavior, the Golds of the Weyr can be used to order the male of that rider to not Chase if the rider can’t or won’t ground their dragon themselves.
    Leadership Flights
    • A Leadership Flight is the Mating Flight of the Senior Queen of New Atricis Weyr. This Flight decides the next Weyrleader of New Atricis Weyr, the highest Dragonrider position for riders of male dragons.
    • Established in 2039 by Weyrwoman Eavan of Gold Paiseantath in an effort to secure experienced Leaders, only Dragonriders with at least Five (5) Turns of full fledged Rider experience in a Wing will be allowed to participate in the Senior Golds' Mating Flight. (So dragons need to be at least 6 turns old due to Weyrling training not counting for experience)
    • Some concessions can be made for those who achieve Wingsecond or Wingthird positions within those first five Turns.
Size Classes and Flights
Due to there being a lot of sizing overlaps between the various colors of New Atricis Dragons, Flights expectations have been restructured by Size Classes, with expectations in Flights by hide color coming as a secondary consideration, since some colors exhibit mating patterns based on their color more than their size, though abnormal sizing has been shown in Atricis’ recent history to overrule this on rare occasions.

1. Agility Class
26 feet and smaller [ Speed: * * * * * * | Stamina: * * * * * * ]
  • Agility Class Males
    • Can Chase Agility Class, Speed Class, and Mix Class females
    • Will on rare occasion Chase a Cruiser Class female but is unlikely to last long enough to Catch her
    • Have the best advantage with Agility Class, and Speed Class females
    • With “Staying Power” may Chase Mix Class and Cruiser Class females more and have a better chance at Catching her than they would without the ability
    • With “Radiant Agility” do not see a change in Chasing habits
    • Cannot Chase or Catch Stamina Class and Power Class females due to it being impossible for them to last the Flight and being far too small to properly Catch and fly her
  • Agility Class Females
    • Agility Class females have the shortest Flights, but also the most dizzying, as their Flights are the most high speed and acrobatic out of all dragons.
    • Most likely Chased and Caught Agility Class and Speed Class males.
    • Cannot be Caught by Stamina Class and Power Class males.
    • With “Staying Power” their Flights last a little longer, but other than that there is no change in who can Catch her
    • With “Radiant Agility” are near impossible to Catch before she chooses, putting Cruiser Class males at such a disadvantage they will likely not be able to Catch her due to not being able to keep up

2. Speed Class
27 - 33 feet [ Speed: * * * * * * | Stamina: * * * * * * ]
  • Speed Class Males
    • Can Chase Speed Class, Agility Class and Mix Class females
    • Will sometimes Chase a Cruiser Class female but is at a disadvantage to Catch her
    • Will rarely Chase a Stamina Class female but is unlikely to last long enough to Catch her
    • Have the best advantage with Speed Class, Agility Class, and some Mix Class females
    • With “Staying Power” may Chase Cruiser Class and Stamina Class females more and have a better chance at Catching her than they would without the ability
    • With “Radiant Agility” do not see a change in Chasing habits, but do have extra advantage in Agility Class Flights
    • Cannot Chase or Catch Power Class females due to it being impossible for them to last the Flight and being far too small to properly Catch and fly her
  • Speed Class Females
    • Speed Class females see fast paced acrobatic Flights that last a little longer than Agility Class Flights.
    • Most likely Chased and Caught Speed Class and Agility Class males.
    • Is very unlikely to be Caught by Stamina Class males
    • Cannot be Caught by Power Class males
    • With “Staying Power” see longer Flights but are unlikely to see significant change in who can Catch her
    • With “Radiant Agility” are almost impossible to Catch before she chooses, putting Cruiser Class males at a disadvantage, and Stamina Class males at such a disadvantage they will likely not be able to Catch her due to not being able to keep up

3. Mix Class
34 - 41 feet [ Speed: * * * * * * | Stamina: * * * * * * ]
  • Mix Class Males
    • Can Chase Mix Class, Cruiser Class, Speed Class, and Agility Class females
    • Will sometimes Chase a Stamina Class female but is at a disadvantage to Catch her
    • Will rarely Chase a Power Class female but is unlikely to last long enough to Catch her
    • Have the best advantage with Mix Class and Cruiser Class females
    • With “Staying Power” may Chase Stamina Class and Power Class females more and have a better chance at Catching her than they would without the ability
    • With “Radiant Agility” has a boosted advantage with Speed Class and Agility class females, but otherwise does not see a change in Chasing habits
  • Mix Class Females
    • Mix Class females see a more balanced Flight between speed and length of time, but do still tend to lean toward faster, somewhat acrobatic Flights
    • Most likely Chased and Caught Mix Class, Cruiser Class, and Speed Class males.
    • With “Staying Power” see a longer Flight, but retains the slightly more acrobatic nature, keeping Power Class males at a disadvantage
    • With “Radiant Agility” see Flight similar to a Speed Class female’s Flight but is able to last longer in Flight, putting Stamina Class males at a disadvantage, and Power Class males at such a disadvantage they will likely not be able to Catch her due to not being able to keep up

4. Cruiser Class
42 - 49 feet [ Speed: * * * * * * | Stamina: * * * * * * ]
  • Cruiser Class Males
    • Can Chase Cruiser Class, Mix Class, Stamina Class, and Power Class females
    • Will sometimes Chase a Speed Class female but is at a disadvantage to Catch her
    • Will rarely Chase an Agility Class female but is unlikely to Catch her
    • Have the best advantage with Cruiser Class and Mix Class females females
    • With “Staying Power” may Chase Power Class females more and have a better chance at Catching her than they would without the ability
    • With “Radiant Agility” may Chase Speed Class and Agility Class females more and have a better chance at Catching her than they would without the ability
  • Cruiser Class Females
    • Cruiser Class females see a more balanced Flight between speed and length of time, but tend to lean toward slightly less acrobatic, but slightly longer Flights
    • Most likely Chased and Caught Cruiser Class, Mix Class, and Stamina Class males
    • With “Staying Power” see a Flight similar to a Stamina Class female’s Flight but is a bit speedier in Flight, putting Speed Class males at a disadvantage, and Agility Class males at such a disadvantage they will likely not be able to Catch her due to not being able to last
    • With “Radiant Agility” see a more acrobatic Flight, putting Power Class males at a disadvantage

5. Stamina Class
50 - 55 feet [ Speed: * * * * * * | Stamina: * * * * * * ]
  • Stamina Class Males
    • Can Chase Stamina Class, Power Class, and Cruiser Class females
    • Will on rare occasion Chase a Speed Class female but is unlikely to Catch her
    • Have the best advantage with Stamina Class and Power Class females
    • With “Staying Power” have a marked advantage in Power Class flights than they would without the ability, but otherwise don’t see a significant change in Chasing habits
    • With “Radiant Agility” may Chase Cruiser Class and Speed Class females more and have a better chance at Catching her than they would without the ability
    • Cannot Chase or Catch Agility Class females
  • Stamina Class Females
    • Stamina Class females see longer, less acrobatic Flights, having the second longest Flights of all dragons, making them harder Flights on smaller size classes.
    • Most likely Chased and Caught Stamina Class, Power Class, and Cruiser Class males.
    • Cannot be Caught by Agility Class males.
    • With “Staying Power” see a Flight in length comparable to a Power Class Flight, putting Mix Class males at a disadvantage, and Speed Class males at such a disadvantage they will likely not be able to Catch her due to not being able to last
    • With “Radiant Agility” does not see a change in who can Catch her, though she will be much harder to Catch before she chooses who will Catch her

6. Power Class
56 feet and larger [ Speed: * * * * * * | Stamina: * * * * * * ]
  • Power Class Males
    • Can Chase Power Class, Stamina Class, and Cruiser Class females
    • Will on rare occasion Chase a Mix Class female but is unlikely to Catch her
    • Have the best advantage with Power Class and Stamina Class females
    • With “Staying Power” do not see a change in Chasing habits
    • With “Radiant Agility” may Chase Cruiser and Mix Class females more and have a better chance at Catching her than they would without the ability
    • Cannot Chase or Catch Speed and Agility Class females due to being unable to keep up with the acrobatics of such Flights and being just too large physically to properly Catch and fly her.
  • Power Class Females
    • Power Class females see the longest Flights of all dragons, making them exceptionally hard Flights for many lower size classes.
    • Most likely Chased and Caught by Power Class and Stamina Class males.
    • Cannot be Caught by Agility and Speed Class Males.
    • With “Staying Power,” Mix Class Males will not be able to Catch her.
    • With “Staying Power,” Power Class Females may need to be Caught before she chooses who will Catch her, due to possibly outlasting all suitors.
    • With “Radiant Agility,” does not see a change in who can Catch her, though she will be much harder to Catch before she chooses who will Catch her.

Exceptions to Size Class Guidelines
  • Blue dragons will almost never Chase a Gold regardless of Size Class.
    • One exception to this was seen when a Blue the size of a Bronze Chased and Caught a small Gold, suggesting that a severe size mutation may overrider color based mating habits if the dragon’s personality is not a hinderance (such as a dragon with a meek or submissive personality)
  • Pyrites will never Chase a Gold, even with severe size mutations
  • Sometimes, some Speed Class sized Pewters will still attempt to Chase a Gold, but if he can actually last and Catch her or not depends heavily on the size and abilities of the Gold, as well as the Pewter’s own abilities. (i.e. Staying Power), and odds are, he will not be successful in lasting the Flight.
  • Many Golds appear to prefer Bronze Chasers, regardless of Size Class.
  • Bronzes will never Chase Opals, this is believed to be the low position in the dragon hierarchy that Opals reside in, though a severely small Bronze may show to be an exception to this habit, personality willing.
Mating Behaviors in Different Colors
Female Dragons
  • Currently, all female dragons in the South Rise less often due to the incoming Interval. Dragons living in the North, however, are Rising more often than what is listed below, due to being still affected by the current Pass. The below info mostly just applies to New Atricis Weyr Dragons.
  • Opals
    • Reach sexual maturity between 1 turn and 1 1/2 turns of age
    • Currently, Opals Rise 1 to 2 times per turn
    • May or may not blood prior to Flight (up to player interpretation/preference)
    • May Rise at the same time as other females, but are highly unlikely to fight
    • Barely possessive over their males
    • Cannot clutch at all, likely due to their size
    Greens Dragons
    • Reach sexual maturity at 1 1/2 turns of age
    • Currently, Greens Rise 2 times per turn
    • May or may not blood prior to Flight (up to player interpretation/preference)
    • May Rise at the same time as other females, but are unlikely to fight, though a Green with a more jealous/dominant personality may lash out if her rider doesn’t keep her mentally controlled at the beginning of the Flight. Will not Rise at the same time as a Gold.
    • While Greens are less possessive, due to the variation in personalities of Greens, it is dominantly up to the personality of the individual Green to dictate how possessive of her suitors she is. Will not Rise at the same time as a Gold.
    • Greens are not regarded as clutchers at all, though they can clutch if they Rise before chewing firestone, but due to the timing this is rare (Early Riser is needed, and staff need to be informed)
    Zultanite Dragons
    • Reach sexual maturity between 1 1/2 turns and 2 turns of age
    • Currently, Non-clutching Zultanites Rise one per turn, while Clutching Zultanites Rise once every other turn
    • Zultanites generally blood prior to Flight
    • Zultanites can sometimes Rise at the same time as other females, and may try and lash out, but generally won’t as long as the rider has a mental hold on the dragon at the beginning of her Flight.
    • Zultanites are at least somewhat possessive over their suitors
    • Can or cannot clutch. Zultanites are usually born able to clutch, but firestone renders them sterile. Some Zultanites are born infertile. Whether or not a Zultanite will keep her clutching ability is up to the rider and the current Queenriders and Jr. Queenriders of the Weyr.
    Garnet Dragons
    • Reach sexual maturity at 2 turns of age
    • Currently, Garnets Rise once every other turn
    • Are hungry when they Rise, and should be mentally controlled to blood only or else be weighed down during her Flight and easier to Catch
    • Rarely Rise at the same time, but if they do, their likelihood at fighting depends on the individual personalities and the mental handle their rider has on them. Will not Rise at the same time as a Gold.
    • Highly possessive over their suitors
    • Cannot clutch, this is thought to be because Garnets are believed to be an offshoot from Bronzes.
    Gold Dragons
    • Reach sexual maturity at 2 turns of age
    • Currently, Golds Rise once every other turn
    • Are hungry when they Rise, and must be mentally controlled to blood only or else be weighed down during her Flight and easier to Catch, which is believed to negatively affect the clutch.
    • Very rarely Rise at the same time as other Golds, and if they do they will fight and attempt to kill one another. In these rare instances, riders must gain control of their Queens to keep them from killing one another, oftentimes with the males trying to separate them as well.
    • Goldriders will take their Queens out of the Weyr around the time when another Queen is about to Rise to avoid any fighting or tragedy, making Golds Rising together even rarer.
    • Golds are insanely possessive of their suitors, which is likely why two Golds will fight if they Rise together.
    • Always clutch unless the Gold is, for whatever reason, infertile.
    • It is believed that other females will not Rise when Golds Rise because Golds either directly or subconsciously order/demand no other female Rise when she does.
Male Dragons
  • Many males exhibit the same behaviors in regards to Flights, regardless of color, with a few exceptions.
  • All male dragons reach sexual maturity at 1 turn of age
  • How jealous/possessive over a potential mate a male may be depends on the individual male. Though a male that is too aggressive to other males in the Chase will be required to be grounded from Flights for safety reasons until their rider can control that part of their dragon’s Flight behavior.
  • Bronzes generally prefer Golds over all other females.
  • Whether a male that has successfully Caught a female will stay mated to that one female until he loses one of her Flights is dependant heavily on the male’s individual personality and personality of his rider. (Up to player preference/interpretation ultimately)
  • Bronzes do tend to be more likely to Chase multiple females than other males, but many may stay faithful to a Gold should he Catch her. (Up to player preference/interpretation ultimately)
  • Males can be pressed by their riders to Chase a female the rider wants their dragon to Chase.
  • Males can also be forcibly grounded from Flights either by their own riders or by the orders of a Gold dragon if it is deemed necessary.
Last edited by Karkeloth on Tue Nov 13, 2018 11:47 pm, edited 2 times in total.
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Tue Nov 13, 2018 11:32 pm

All you could ever need to know about
Wher Mating Runs
Runs and Handlers
  • Run Lust is the term for the strong feelings and desires riders feel during Runs as a result of their whers. However, Run Lust is resistable, due to a wher’s bond not being as strong as a dragon’s bond.
  • Whether or not handlers participate in Run Lust or Open Runs depends merely on individual preference, as there is no pressure to comply fully with their whers even in the cases of clutches.
  • It has been found that the stronger the bond between wher and handler (thus, the longer the wher’s name), the stronger Run Lust feels to the handler.
  • Dualhandlers with both whers in the same Run will feel Run Lust twice as strongly. While still controllable, it can be much harder to want to resist giving in to Run Lust desires.
  • It is not uncommon for the same male wher to Catch the same female multiple times, especially if the handlers have an emotional bond, though handler emotional bond has less bearing on Run outcome than it does with dragons.
  • Because of the more “feral” nature of even Isilian Whers, and the lesser bond than with dragons, it actually is harder for handlers to mentally ground their whers from Runs. Normally it is not needed, however, as handlers are completely able to stay away from Run participation.
  • In cases where a handler is barred from participation in Runs, it is rare for their whers to be grounded as well, so only the handler must keep themselves in control during a Run, in some cases they are expected to keep themselves locked in their living quarters.
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Size Classes and Runs
With whers overlapping greatly in sizes, as well as wher hierarchy being not as rigid as dragon hierarchy, it’s much easier to categorize their Run habits and capabilities by Size Classes rather than by their color. Whers tend to choose who they will Chase based on size and ability rather than by color. This is likely due to their not being as drastic a size difference between the smaller whers and the larger whers as it is with dragons. Females also tend to Choose their mates based on how well the males impress them during a Run.

1. Speed Class
19 feet and smaller [ Speed: * * * * * * | Stamina: * * * * * * ]
  • Speed Class Males
    • Can Chase Speed Class, Mix Class, and Cruiser Class females
    • Will on rare occasion Chase a Stamina Class female but is unlikely to last long enough to Catch her
    • Have the best advantage with Speed Class and Mix Class females
    • With “Staying Power” may Chase Cruiser Class and Stamina Class females more often and have a better chance at Catching her than they would without the ability
    • With “Radiant Agility” does not see a change in Mating Habits
  • Speed Class Females
    • Speed Class females see the shortest, yet speediest Runs. They run with as much speed as they can, and use their smaller size to dodge and weave to trip up the males and test their agility.
    • Most likely Chased and Caught by Speed Class and Mix Class males
    • With “Staying Power,” Runs are longer, but still speedy and based in testing agility, which keeps Stamina Class males at a disadvantage
    • With “Radiant Agility,” see an even speedier Run with the female testing the males’ swiftness even more, making it almost impossible for Stamina Class males to keep up enough to impress the female.
2. Mix Class
20 - 23 feet [ Speed: * * * * * * | Stamina: * * * * * * ]
  • Mix Class Males
    • Can Chase Mix Class, Speed Class, and Cruiser Class females
    • Will sometimes Chase Stamina Class females, but are at a disadvantage
    • Have the best advantage with Mix Class, and Speed Class females
    • With “Staying Power” may Chase Stamina Class females more often
    • With “Radiant Agility” may Chase Speed Class females more often, and have a marked advantage in such Runs
  • Mix Class Females
    • Mix Class females see slightly longer Runs that still have a focus on agility over strength. While not as agile as Speed Class females, Mix Class females still seem to want to test males for agility most.
    • Most likely Chased and Caught by Mix Class and Speed Class males
    • With “Staying Power,” see an almost perfectly balanced Run between strength and speed.
    • With “Radiant Agility,” with focus on agility and speed similar to a Speed Class female, Stamina Class males are at a disadvantage in these Runs.
3. Cruiser Class
24 - 26 feet [ Speed: * * * * * * | Stamina: * * * * * * ]
  • Cruiser Class Males
    • Can Chase Cruiser Class, Stamina Class, and Mix Class females
    • Will sometimes Chase Speed Class females, but are at a disadvantage
    • Have the best advantage with Cruiser Class, and Stamina Class females
    • With “Staying Power” will Chase Stamina class females more often and have a better chance at lasting long enough to impress her
    • With “Radiant Agility” may Chase Speed class females more often
  • Cruiser Class Females
    • Cruiser Class females see a more balanced Run with a little more focus on strength over agility. They seem to test for a combination of strength and ability in their suitors.
    • Most likely Chased and Caught by Cruiser Class, and Stamina Class males
    • With “Staying Power,” see a longer run with more focus on strength over agility, putting Speed Class males at a marked disadvantage
    • With “Radiant Agility,” see an almost perfectly balanced Run between strength and speed.
4. Stamina Class
27 feet and larger [ Speed: * * * * * * | Stamina: * * * * * * ]
  • Stamina Class Males
    • Can Chase Stamina Class, Cruiser Class, and Mixed Class females
    • Will on rare occasion Chase a Speed Class female, but struggles to keep up enough to impress her
    • Have the best advantage with Stamina class, and Cruiser Class females
    • With “Staying Power” does not see a significant change in mating habits
    • With “Radiant Agility” may Chase Mix Class and Speed Class females more often with a better chance at impressing her enough to be chosen
  • Stamina Class Females
    • Stamina Class females see a Run focused on strength over agility, putting Speed Class males at a disadvantage in their Runs
    • Most likely Chased and Caught by Stamina Class, and Cruiser Class males
    • With “Staying Power,” seed a Run focused almost solely on strength and stamina, making it almost impossible for Speed Class males to last the Run
    • With “Radiant Agility,” sees a slight shift toward agility testing, but Speed Class males remain at a disadvantage in such Runs.
Mating Behaviors in Different Colors
Female Whers
  • Greens
    • Reach sexual maturity 1 turn of age
    • Rise between 1 to 4 times per turn
    • May or may not blood before Rising (left up to player preference)
    • May Rise at the same time as other females, but are unlikely to fight, though they may grumble at one another. Some Greens may lash out physically though, so Handlers are expected to keep enough control of their wher to keep them from physically attacking. Will not Rise at the same time as the local Matriarch female wher.
    • Are usually not terribly possessive over their suitors, unless the Green is a “Matriarch” wher, then she will be more possessive due to viewing the males as “her’s.”
    • Demi-clutcher, can clutch, but only small clutches, and only sometimes
[*]Electrums
  • Reach sexual maturity at 1 1/2 turns of age
  • Rise 1 to 2 times per turn
  • May or may not blood before Rising (left up to player preference)
  • May potentially Rise at the same time as other females, and are likely to physically attack the other female. They won’t try to kill their “rival” female, but will try to bully or even harm her enough to stop her from Running as well. Handlers must keep a strong mental handle on their Electrums at the beginning of the Run to avoid fights.
  • Moderately possessive of their suitors, likely what causes them to be willing to attack rivals.
  • Semi-clutcher, can clutch medium to small clutches roughly 50% of the time
[*]Andalusites
  • Reach sexual maturity at 2 turns of age
  • Rise once per turn
  • Are hungry when they Rise, and it is encouraged they be mentally controlled to blood only or else be weighed down during her Run and be potentially Caught prematurely.
  • Rarely Rise at the same time as other females, and are likely to physically attack and even try to kill the other female if unrestrained. Handlers must keep a strong mental handle on their Andalusites at the beginning of the Run to avoid fights from breaking out, as a Rising Andalusite is vicious.
  • Very possessive of their suitors, which is why they will try to attack and kill a rival female
  • Full-clutcher, Andalusites generally clutch roughly 90% of the time, and have larger clutches, naming them a full-clutcher for whers.
[*]Golds
  • Reach sexual maturity at 2 turns of age
  • Rise once per turn, and sometimes once every other turn
  • Are hungry when they Rise, and it is encouraged they be mentally controlled to blood only or else be weighed down during her Run and be potentially Caught prematurely.
  • Rarely Rise at the same time as other females, and will try to kill the other female. Handlers must mentally restraining their Golds at the beginning of a Run to keep her from killing the other female.
  • Highly possessive of their suitors
  • Full-clutcher, generally clutch 99% of the time, having the largest and strongest clutches for whers.
Male Whers
  • Reach sexual maturity as early as 9 months of age
  • How jealous/possessive over a potential mate a male may be depends on the individual male. Though a male that is too aggressive to other males in the Chase will be required to be grounded from Runs for safety reasons until their handler can control that part of their wher’s Run behavior.
  • While much less likely to stay mated to the same female after Catching her, Whether a male that has successfully Caught a female will stay mated to that one female until he loses one of her Runs is dependant on the male’s individual personalit. (Up to player preference/interpretation ultimately)
  • It is much harder to press a male wher into Chasing a female he isn’t interested in, but it can be done with proper willpower if the handler deems it necessary.
  • While harder to mentally ground a wher from a Run, it is not impossible, but also isn’t commonly needed among Wherhandlers. In the rare cases where it is needed, however, and the handler can’t keep their own wher grounded, the Matriarch female wher can exert her dominance over a male and repeatedly order him to not Chase.
Last edited by Karkeloth on Tue Nov 13, 2018 11:48 pm, edited 2 times in total.
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Tue Nov 13, 2018 11:33 pm

Still updating, old info used until new info is complete
Day Wher Mating Runs
Click for Day Wher Mating Run Info
Handlers
  • Because the bond is not as strong as a dragon’s bond, the Run lust pull is not as strong as a dragon’s but is stronger than a night wher's Run Lust. Handlers will find themselves affected, and whether or not they act on their Lust impulses and how they do, if they do, is dependent on one individual to the next.
  • Because of this, it is not considered necessary for handlers to comply to their whers' Runs. Though some individuals may find it harder than others to ignore the Lusts and impulses.
Male Whers:
  • All Male Whers become sexually mature at one turn of age.
  • There is no limit to what colors male whers can Run and Catch, though some may have better chances than others, all males can Chase any female.
  • Bloods are the best Chasers, partly due to the mid size but partly because they are naturally designed to be breeding males and are the most likely to Catch any color of female.
  • Coppers may tend to Chase Blacks and Roses a bit more than smaller Greens since their bulk makes them slower than other males and they have a better chance of Catching a Black or a Rose than a Green.
  • Grays tend to favor Greens and smaller Roses, but many are eager to Chase any female that Runs anyways.
  • Whites don't appear to have any color preferences for which females they Chase.
  • Quartz don't appear to have any color preferences for which females they Chase.
Rose Runs: If you have a fully mature Rose wher the staff will discuss with you when to toss your Rose wher into Run.
  • Rose whers become sexually mature at Two Turns of age.
  • Rose whers Rise to Mate once per turn.
  • Rose whers are hungry when they Rise to Mate, however, appear to have developed to know to blood only and do not gorge.
  • Due to the pack mentality and importance of the pack, Rose whers very rarely Rise at the same time as other females, and if they do, they do not fight.
  • Despite being mid sized, Rose Runs tend to be the longest of day wher Runs.
  • Any color of male day wher can Chase and Catch a Rose, though Grays are at a slight disadvantage due to their size and preference for speed over stamina.
  • Rose day wher Runs tend to attract more potential mates to them than other female Runs.
  • Rose day wher Runs have a 95% chance of producing a clutch, making them the "true" or "major" clutchers of day whers.
Black Runs: If you have a fully mature Black day wher you are allowed to throw her up into Run whenever, so long as she is fully mature
  • Black whers become sexually mature at one and a half turns of age.
  • Black whers Rise to Mate every other turn.
  • Black whers are hungry when they Rise to Mate and will attempt to gorge, though mentally controlling them not to isn't as difficult as with clutching dragons.
  • Due to the pack mentality and importance of the pack, Black whers very rarely Rise at the same time as other females, and if they do, they do not fight.
  • Despite being the largest female, Black Runs are the second longest but the physically slowest Runs due to their weight.
  • Any color of male day wher can Chase and Catch a Black, though the small Grays may be less likely to Chase the larger Black.
  • Black day wher Runs have a 45% chance of producing a clutch, which is near to half of their Runs, depending on the individual. Because of this, staff will decide if a black's Run produces a clutch or not
Green Runs: If you have a fully mature Green day wher you are allowed to throw her up into Run whenever, so long as she is fully mature
  • Green whers become sexually mature at One Turn of age.
  • Green whers Rise to Mate one and a half turns.
  • Green whers are hungry when they Rise to Mate and will attempt to gorge, though mentally controlling them not to isn't as difficult as with clutching dragons.
  • Due to the pack mentality and importance of the pack, Green whers very rarely Rise at the same time as other females, and if they do, they do not fight.
  • Because they are the smallest and built for agility, Green Runs are the shortest but the fastest in regards to physical speed.
  • Any color of male day wher can Chase and Catch a Green, though the heavier Coppers are at a disadvantage.
  • Green day wher Runs have a 35% chance of producing a clutch. Because of this, staff will decide if a green's Run produces a clutch or not but allows players more freedom with hosting Runs.
White Runs: If you have a fully mature White day wher you are allowed to throw her up into Run whenever, so long as she is fully mature
  • White whers become sexually mature at one and a half turns of age.
  • White whers Rise to Mate every one and a half turns.
  • White whers are hungry when they Rise to Mate and will attempt to gorge, though mentally controlling them not to isn't as difficult as with clutching dragons.
  • Due to the pack mentality and importance of the pack, White whers very rarely Rise at the same time as other females, and if they do, they do not fight.
  • White Runs, due to their mid size and balanced build, are somewhere in the middle of Runs in regards to length and speed.
  • Any color of male day wher can Chase and Catch a White.
  • White day wher Runs have a 65% chance of producing a clutch, which is a little over half of their Runs, depending on the individual. Because of this, staff will decide if a white's Run produces a clutch or not.
Quartz Runs: If you have a fully mature Quartz day wher you are allowed to throw her up into Run whenever, so long as she is fully mature
  • Quartz whers become sexually mature at one and a half turns of age.
  • Quartz whers Rise to Mate every one and a half turns.
  • Quartz whers are hungry when they Rise to Mate and will attempt to gorge, though mentally controlling them not to isn't as difficult as with clutching dragons.
  • Due to the pack mentality and importance of the pack, Quartz whers very rarely Rise at the same time as other females, and if they do, they do not fight.
  • Quartz Runs, due to their mid size and balanced build, are somewhere in the middle of Runs in regards to length and speed.
  • Any color of male day wher can Chase and Catch a Quartz.
  • Quartz day wher Runs have a 65% chance of producing a clutch, which is a little over half of their Runs, depending on the individual. Because of this, staff will decide if a white's Run produces a clutch or not
Last edited by Karkeloth on Tue Nov 13, 2018 11:46 pm, edited 1 time in total.
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Tue Nov 13, 2018 11:35 pm

Guide on How to Run a Dragon Mating Flight
(Written by Shaihulud)
This guide was originally created to help players better understand how the dragon size Classes, their enhancing Abilities (Staying Power | Radiant Ability), and their experience should affect mating flights. Please note, this is merely a guide filled with suggestions to make flights as fair and fun as possible for everyone involved. That being said, it is also just a guide, and flight outcomes will always ultimately be left to the flight runner’s discretion.

At the end of this guide are several examples of how to use Classes, Abilities, and Experience as variables in a flight when calculating winners. Under “Dragon Classes”, at the end of every Class, is a list of natural advantage/disadvantage calculations to be considered for Mating Flights.

Flight Traits

Dragon Classes depend on two traits – Speed and Stamina – which divide the dragons into six separate Classes. At one end of the spectrum, a dragon favours Speed, but their Stamina is lacking. At the other end, a dragon favours Stamina as their main throttle in flight at the expense of their Speed. However, the names of these traits are actually a bit misleading.

Speed
Speed is composed of two key variables: agility and quickness (i.e. speed of acceleration/recovery). What this means is that dragons with “Speed” as their primary skill can turn on a dime, and change their flight speeds (increase or decrease) at a faster rate than their larger brethren. In obstacle races, they will find themselves at a distinct advantage due to their ability to rapidly achieve their max speed potential, and adapt it quickly to meet the strenuous demands of the course. They also do well in very short sprints, allowing them to start and finish the race before Stamina based dragons every truly begin. When they rise, their mating flights tend to be driven by swift manoeuvring, which might leave larger beasts confused due to the lightning progression of the flight and the rapid change of their trajectory. For example, when a green darts right, it would take a large bronze a bit longer to make the turn, but by the time he completes it, the green may have already made a second or third turn, therefore disappearing out of sight. It also means that smaller dragons are incredible divers, and can last longer in a dive before pulling themselves out of it and shooting off again into the sky; meanwhile, a larger dragon like a bronze or gold need to know their limitations because they have to be able to pull their mass out of a dive or risk colliding with the ground. Speed, however, does not mean they can outfly a dragon with a better Stamina rating in a straight shot.
Stamina
That is because Stamina is made up of the following variables: Power and Endurance. With Endurance, a dragon can exert themselves for longer periods of time, so a dragon with max Stamina could withstand the duration of thread without retiring back to the Weyr, or last through a gruelling queen flight at full capacity. This is one of the reasons why bronze dragons and large brown dragons tend to take on leadership positions over other dragon colours. Because they can last an entire threadfall without succumbing to exhaustion means they can lead the Wing through the entirety of a Fall without leadership change; and they can survive punishing gold flights that often push dragons to their limits, which other colours are often incapable of accomplishing, thus allowing them to become Weyrleader. Leadership skill will always be a factor, but ultimately, a rider can only go as far as his dragon. Power, however, means speed, not in the lightning sense of Speed driven dragons, who can achieve rapid acceleration, but in the sense of given enough distance and enough time, a dragon with max Stamina will be able reach their max speed potential – a rate of speed greater than anything a smaller dragon can achieve –, maintain it, and be able to outfly any dragon with Speed as their focus trait. Bear in mind, Stamina focused dragons are fully capable of reaching speeds superior to anything a Speed based dragon is capable of, for while Speed dragons do well in sprints, Stamina base dragons excel in normal length races that allow them to reach their full potential, thus easily overcoming their smaller peers. It is for this reason that if a Queen, who is part of the Stamina Class, attempts to outfly a male, who is part of the Power Class, she will lose.
Dragon Classes

Due to the extreme range of dragon sizes, the range and/or limitations of their trait skill set, each Class has a unique set of abilities that make them ideal male competitors for certain flight types, and poor contenders for others. The point or “advantage” system designed in this guide attempts accurately formulate how the males of the various Classes would fair in a flight of the six different Dragon Classes.

To note, due to size alone, some dragons will find it physically impossible to chase other dragons, even if they are seasoned beasts with tokens to assist them. For example (see the chart below) a 50 ft Bronze is over double the size of a 23 ft Opal. A Bronze of this size cannot physically twine with this Opal, especially not without causing her physical harm, even if he were to manage to catch her. Likewise, a Pyrite could never adequately catch a Gold nearly three times his size, let along sustain her in the skies long enough to create a viable clutch. For this reason, certain dragon Classes simply cannot mate.
Image
Traits also pose a hinderance to other Classes in flights, even when size is not a preventing factor. For example, do to their lack of Power, Agility male dragons simply cannot keep up with female dragons in the Cruiser Classes, therefore finding themselves left behind within the first few minutes of the flight. Likewise, if a male from Cruiser Class attempts to chase after an Agility Class female, they would likely be dizzied from the attempt, and lose before they ever had the chance to find their footing with the flight. Each flight from each Class functions differently, and some Classes will always be more specialised than others.

As a rule of thumb, dragons of the same Class are best suited to fly together, in what could be considered “home Class advantage”. They share one another’s strengths and weaknesses, thus they best understand the limitations and strengths of the dragons within their own Class. However, the dragons from the Classes around them are similar enough that they too have skills that compliment the female, therefore they do not find themselves with a distinct advantage like a male who hails from the same Class as the female, but they do not find themselves at a disadvantage either.

Below is a list for every Class’ Mating Flight Advantage/Disadvantage Calculation. Dragons with “home Class advantage” will always find themselves with a +1 advantage when chasing a female from their own Class. If a male from the Class below or Class above chase after a female, their advantage or disadvantage remain neutral at 0. Dragons a step further away will be at a -1 disadvantage, meaning they might find the flight harder, but with some skill and experience they will manage. Dragons two steps away will struggle with the flight at a -2 disadvantage, and will often find themselves falling behind from exhaustion if they are significantly smaller than the female, or they will begin to lose track of the female if they are significantly larger than her. This does not mean dragons at a -1 or -2 cannot chase the females in question, for seasoned dragons might be able to get around their weaknesses to still win her over, but it does mean that naturally, they will struggle to fly, and, in the case of dragons at a -2 disadvantage, will not often chase these females. Dragons will never chase a female if they find themselves naturally at a -3 or greater disadvantage. This is due to the fact they are physically incapable of catching the female and flying her, even if ability tokens are applied.

Agility Class (6 Speed | 1 Stamina)
Mating Flight Advantage/Disadvantage Calculations
  • Female from Agility Class
    -- Male Agility Class: +1
    -- Male Speed Class: 0
    -- Male Mix Class: -1
    -- Male Cruiser Class: -2
    -- Male Stamina Class: -3 (male cannot chase)
    -- Male Power Class: -4 (male cannot chase)
Speed Class (5 Speed | 2 Stamina)

Mating Flight Advantage/Disadvantage Calculations
  • Female from Speed Class
    -- Male Agility Class: 0
    -- Male Speed Class: +1
    -- Male Mix Class: 0
    -- Male Cruiser Class: -1
    -- Male Stamina Class: -2
    -- Male Power Class: -3 (male cannot chase)
Mix Class (4 Speed | 3 Stamina)

Mating Flight Advantage/Disadvantage Calculations
  • Female from Mix Class
    -- Male Agility Class: -1
    -- Male Speed Class: 0
    -- Male Mix Class: +1
    -- Male Cruiser Class: 0
    -- Male Stamina Class: -1
    -- Male Power Class: -2
Cruiser Class (3 Speed | 4 Stamina)

Mating Flight Advantage/Disadvantage Calculations
  • Female from Cruiser Class
    -- Male Agility Class: -2
    -- Male Speed Class: -1
    -- Male Mix Class: 0
    -- Male Cruiser Class: +1
    -- Male Stamina Class: 0
    -- Male Power Class: -1
Stamina Class (2 Speed | 5 Stamina)

Mating Flight Advantage/Disadvantage Calculations
  • Female from Stamina Class
    -- Male Agility Class: -3 (male cannot chase)
    -- Male Speed Class: -2
    -- Male Mix Class: -1
    -- Male Cruiser Class: 0
    -- Male Stamina Class: +1
    -- Male Power Class: 0
Power Class (1 Speed | 6 Stamina)

Mating Flight Advantage/Disadvantage Calculations
  • Female from Power Class
    -- Male Agility Class: -4 (male cannot chase)
    -- Male Speed Class: -3 (male cannot chase)
    -- Male Mix Class: -2
    -- Male Cruiser Class: -1
    -- Male Stamina Class: 0
    -- Male Power Class +1
The Extent of Purchased Abilities

Abilities geared towards mating flights are meant to give that dragon an extra nudge that would make them versatile enough to have double classification. What this means is say a Cruiser Class dragon at Speed 3 and Stamina 4 were to gain a Radiant Agility, they would not lose a point in Stamina, but instead gain a point in Speed, so they would have Speed 4 and Stamina 4. This means the dragon has stats to qualify them for both Mix Class (4 Speed | 3 Stamina) and Cruiser Class (3 Speed | 4 Stamina), and can therefore meet those needs of those roles as the Wing or dragon require. Cruiser Class would be their primary Class, and Mix Class their secondary one.

How Abilities Affects Males in Flights
In regards to mating flights, purchasing Radiant Agility or Staying power also gives a dragon further advantage. However Radiant Agility does not benefit all males in every flight, same as Staying power. If a Mix Class male dragon has Staying Power, it will not help him to better catch a female in Speed or Agility Class. He lacks Speed in order to catch them, and thus having more Stamina will not aide him. Likewise, a male of Stamina Class will not benefit from Radiant Agility when chasing a female in the Power Class. He already has Speed over the Power female, but lacks the endurance required to last the flight.

Therefore, it is rule of thumb when purchasing these tokens that Staying Power will give a male +1 in advantage (to be added to his natural advantage/disadvantage listed above among the various classes under Mating Flight Advantage/Disadvantage Calculations) during a mating flights of his Class, and mating flights of the Classes with more Stamina than his own, but will not aide him in Classes with more Speed than his own Class. Likewise, when purchasing Radiant Agility, the skill will aide a dragon in flights that require more Speed, therefore adding +1 in advantage in mating flight.

For example, a Mix Class male, under normal circumstances, has the following advantages/disadvantages when flying after a female of the following classes:

Agility: -1
Speed: 0
Mix: +1
Cruiser: 0
Stamina: -1
Power: -2

When a Radiant Agility ability is purchased and applied to the Mix Class male, these calculations adjust as so:

Agility: -1 >> 0
Speed: 0 >> +1
Mix: +1 >> +2

Cruiser: 0
Stamina: -1
Power: -2

If you see here, the Speed adjustment of Radiant Agility assists him in flights that, under normal circumstances, would require more speed than his Class possesses. With Radiant Agility, he excels in his own Class, and increases his Speed in Classes that normally have more than him.

Staying Power, however, works in the opposite direction of this chart:

Agility: -1
Speed: 0
Mix: +1 >> +2
Cruiser: 0 >> +1
Stamina: -1 >> 0
Power: -2 >> -1


Now, rather than affect Mix, Speed, and Agility, his stats affect his chases in mating flights where the female is Mix, Cruiser, Stamina, or Power Class.
How Abilities Affects Females in Flights
However, males are not the only dragons who equip these abilities. Females can also equip Radiant Agility and Staying Power in order to test their mates and pick the best one to catch them. When a female equips an ability, it affects male dragons from every Class who tries to chase her. This is because females dictate the flow of a flight, rather than be dictated by it.

For example, if she has Speed Class, but adds Radiant Agility, her Speed rating increases, thus putting males from Mix Class and larger at a greater disadvantage because she is even more agile than originally anticipated; males from her class also suffer because she shares their Stamina rating, but now she has extra Speed to wield against them, thus making her quicker than them; and Agility males already needed to compete with her Stamina, using their extra point Speed to their advantage, only to find she matches their Speed as well while still overpowering them.

If that Speed Class female adds Staying Power as her ability, then the effects are equally as challenging. She can still outwit males of Mix Class and larger with her typical manoeuvrability, but now she can do it for longer, likely frustrating them beyond their limits; Speed Class males also will need to deal with her increased Stamina even though they match her Speed, thus giving her the edge over them; and Agility Class, whom she already surpassed in Stamina, will find that gap widen.

The only way for a male to counteract the effects of a female having a mating flight Ability is to have the same ability she has. This with neutralise the effects, thus giving him the same advantage/disadvantage he would have had if neither party had that ability.

So a Stamina Class female has Staying Power as an Ability (2 Speed | 5+1 Stamina), making all males lose -1 to their stats:

Mating Flight Bonus Calculations
  • Female from Stamina ClassStaying Power applied
    -- Male Agility Class: -3 (males cannot chase)
    -- Male Speed Class: -2 >> -3
    -- Male Mix Class: -1 >> -2
    -- Male Cruiser Class: 0 >> -1
    -- Male Stamina Class: +1 >> 0
    -- Male Power Class 0 >> -1
…but a Cruiser Male also has Staying Power, so rather than take the penalty, he neutralises it and keeps his original stat of -1, so he does not take the extra -1 penalty.

Even if there are times when both the male and the female have the same stats, though they have opposing tokens, the female ultimately has the advantage, thus the penalty is not negated.
Experience Advantage

Like Classes and Abilities, Experience is another critical variable to consider when running a flight. After all, due to an understanding of the forms of flights, the little tells of the sort of manoeuvres she will make, knowing when to conserve energy and knowing when to spend it, etc… a Stamina Class Brown of ten turns would be more likely to catch a queen than a Power Class Bronze fresh out of weyrlinghood.

Age Bonuses and Penalties
Because age would work against a dragon in a flight, due to the likelihood they would make mistakes when critical, they would take a penalty. However, dragons who have flown in a few flights might have enough experience to avoid those mistakes, thus keeping up as needed. A more senior dragon, however, might have gained some tricks over the turns to overcome some of the tactical challenges of a flight. For that reason, these are some considerations for bonuses to add to flight calculations:

Age Bonuses
  • 0-3 Turns: -1
  • 4-9 Turns: 0
  • 10 Turns: +1
  • 20 Turns: +2
  • 30 Turns: +3
After thirty turns, the age of the dragon begins to take effect. Therefore, his advantage begins to decrease due to the seasoned wear of his body:

Age Bonuses
  • 40 Turns: +2
  • 50 Turns: +1
  • 60 Turns: 0
  • 70 Turns: -1
  • 80+ Turns: -2

After sixty turns, there might be a few virile dragons willing to put forth the chase, though at an increasing disadvantage. Also, be aware that dragons at this age run risk of death, and could die from a heart attack (like what happened to T’kul’s bronze, Salth, in White Dragon). The older they are, the more likely this becomes.

**To note, female ages are not calculated in this, since age, while females certainly might gain advantage over the turns, would still face the challenges of seasoned males who take on the opportunity of a chase far more often than when a female rises. Therefore, a male of the same age as a female might even have more experience than her.
Other Mating Flight Considerations

Naturally, there are other factors that might affect a flight. The lists provided here are merely considerations to weigh, but are not necessary. Ultimately, the choice is up to the person running the flight. One list is IC, and the other OOC.

In-Character Considerations

Human to Human, Human to Dragon, and Dragon to Dragon relationships might make for a messy affair in flights. A human despises another, but a dragon desires the dragon; or sometimes a human loves another, but the dragon hates the human and the dragon. Relationships are complicated, and vary from dragon to dragon. If the player believes a relationships might affect the choices of the dragon, here are some calculations to consider:

Bonuses for a Male in a Flight
  • Male’s rider has Female’s rider’s favour: +1
  • Female dragon favours the Male dragon: +1
  • Female dragon has been caught by the Male dragon previously: +1
Penalties for a Male in a flight
  • Male’s rider has Female’s rider’s disdain: -1
  • Female dragon despises the Male dragon: -1
  • Female dragon disapproves of the Male’s rider: -1
One final thing to consider in regards to relationships: if the Male’s rider has ever harmed the Female’s rider, depending on the severity of the injury (mental, emotional, or physical), the Male dragon will find himself at a significant disadvantage. In actuality, a Female dragon would likely never allow the Male dragon to catch her, due to the trauma it might inflict on her rider. A dragon might rise, and the rider might feel the need to comply, but a dragon’s survival depends on the well-being of their rider. Therefore, it is illogical for a dragon to put their own rider in jeopardy, even for a flight. Again, however, this is merely something to consider, and is once again, left up to the discretion of the player running the flight.


Out- Of-Character Considerations

Out of character rewards should instead be regarded as a matter of etiquette. After all, it would be rude to favour a player who put in half the effort of another. Bear in mind, this is not about the player’s skill, but it is about their effort. Ultimately, the following suggestions are up to the discretion of the player running the flight.
  • When a player puts the effort into a flight, making every post required of them, but the winning dragon belongs to the player who did not respond in every round, this would be considered bad form. Again, this is up to the discretion of the player who runs the flight, but please bear in mind that the players responding to your flight are taking the time to do so.
  • This next rule is not so much about skill, but about quality. If a player clearly did not put in the effort into their post (i.e. they provided only a few sentences when they are known for doing essay size posts), but other players have done their best, once more this should be considered. This is not just about respecting the players in the flight, but respecting the person running it. Everyone should make the effort if they choose to be involved.
  • If a player has not won a flight in some time, they could be given a +1 bonus to help their chances. This is not favouring them so much as it is giving them a hand in their run of bad luck with flights. This is not obligatory by any means.
  • Even if a player does not follow this guide, at least take this away: Never run the flight if the winner is pre-chosen, unless it is explicitly stated in the post that X character will win the flight (therefore making the flight more thematic). This is extremely disrespectful to players who are making the effort in the flight under the guise that the flight does not have a pre-chosen winner. To lead players on to think their character has a chance, thus deceiving them to participate in your flight, is not fair, and can even be hurtful. Do not ever do this. However, if there is a player you do favour, for whatever reason (be it for thematic purposes, giving them a leg up on a bad day, the promise of enjoying post flight plot with that player, etc…), simply give them a +1 bonus.
  • Finally, do not leave a flight unfinished. Abandoning a flight without a result, especially when the plot of other characters hinges on that flight, is also disrespectful. If real life happens, Atricis understands this, but if other posts are responded to, and the flight never concluded, that is not considerate.
Again, all of this is ultimately just for consideration, but the underlying message is one of respecting the effort a player puts into a flight. Everyone has a limited amount of time in their lives, and is making the choice to participate. Do not forget that.
Final Touch and Example of How to Calculate a Mating Flight

Dice is the final component to this flight, to add some variability. Depending on how much of a swing a player would like (all about player preference), the player running the flight can either use a D4 or a D6 (This is an online dice roller generator if you prefer). Any more of a swing, and it negates the entire attempt of this guide. Roll for each male, and then add their results with their bonuses, or subtract the penalties. If there is a tie, roll a dice, choosing evens or odds for a male, and give them +1 point to their score if they win. Dragon with the highest score wins the flight.

Example
A Stamina Female with Radiant Agility (2+1 Speed | 5 Stamina) rises, and is chased by the following males:
  • Male 1 - Stamina Male with Staying Power
  • Male 2 - Stamina Male
  • Male 3 - Power Male with Radiant Agility
  • Male 4 - Cruiser Male with Staying Power
  • Male 5 - Stamina Male with Radiant Agility
She is neutral to all the dragons in regards to favour, but she was caught once by Male 1. Her rider, however, favours the rider of Male 5. Finally, Male 1 is 11 Turns old, Male 2 is 8, Male 3 is 18, Male 4 is 20, and Male 5 is 3.

How do we calculate this score?

Remember the “Mating Flight Advantage/Disadvantage Calculations"

Mating Flight Advantage/Disadvantage Calculations
  • Female from Stamina Class
    -- Male Agility Class: -3 (male cannot chase)
    -- Male Speed Class: -2
    -- Male Mix Class: -1
    -- Male Cruiser Class: 0
    -- Male Stamina Class: +1
    -- Male Power Class: 0
Figure out their natural bonuses or penalties before abilities are applied:
  • Male 1 - Stamina Male (+1)
  • Male 2 - Stamina Male (+1)
  • Male 3 - Power Male (0)
  • Male 4 - Cruiser Male (0)
  • Male 5 - Stamina Male (+1)
The Female has Radiant Agility, so subtract -1 from every male without Radiant Agility. Remember, because the female has Radiant Agility, the male must have Radiant Agility to counter act the effects:
  • Male 1 - Stamina Male (+1 >> 0) Staying Power
  • Male 2 - Stamina Male (+1 >> 0)
  • Male 3 - Power Male (0) has Radiant Agility
  • Male 4 - Cruiser Male (0 >> -1) Staying Power
  • Male 5 - Stamina Male (+1) has Radiant Agility
Next is Age Factor (Remember to go to the Age Chart under “Age Bonuses and Penalties”):
  • Male 1 - Stamina Male (0 >> +1) 11 Turns = +1 bonus
  • Male 2 - Stamina Male (0) 8 Turns = 0
  • Male 3 - Power Male (0 >> +1) 18 Turns = +1 bonus
  • Male 4 - Cruiser Male (-1 >> +1) 20 Turns = +2 bonus
  • Male 5 - Stamina Male (+1 >> 0) 3 Turns = -1 penalty
Finally, relationship considerations:
  • Male 1 - Stamina Male (+1 >> +2) Caught Female Previously bonus = +1
  • Male 2 - Stamina Male (0)
  • Male 3 - Power Male (+1)
  • Male 4 - Cruiser Male (+1)
  • Male 5 - Stamina Male (0 >> +1) Has Rider’s Favour bonus = +1
Therefore, the final bonuses for every dragon are:
  • Male 1 - Stamina Male (+2)
  • Male 2 - Stamina Male (0)
  • Male 3 - Power Male (+1)
  • Male 4 - Cruiser Male (+1)
  • Male 5 - Stamina Male (+1)
Now the dice rolls. Roll a D4 or a D6 for every dragon, and roll one more time for tie breakers (D6 rolled for the listed results posted here):
  • Male 1 - Stamina Male (+2) +5 = 7
  • Male 2 - Stamina Male (0) +6 = 6
  • Male 3 - Power Male (+1) +2 = 3
  • Male 4 - Cruiser Male (+1) +6 = 7 (tie breaker bonus +1) = 8
  • Male 5 - Stamina Male (+1) +5 = 6
Male 1 put on an incredible show, while Male 2 put in his all, and Male 5 gave it a wonderful go for his love, proving himself a worthy opponent despite his tender age. Male 3… fell far off the mark. Ultimately, however, between skill and experience, Male 4 proves himself in the flight.
Once more, this guide is merely a suggestion. For those of you who prefer the random generator, that is also fine. This guide is merely an attempt to take skill, abilities, experience, and other variables into consideration, rather than leave it entirely to chance.
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