Difference between revisions of "Roleplay"

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This news file is a compilation of '''Rulings''' that were previously posted on our bulletin board system on the MUSH. Going forward, these spot rulings will be located here, or on the MUSH's corresponding news file.
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This news file is a compilation of rulings about roleplay and plots on the MUSH.
  
==Characters w/o +Flaws/+Disadvantages==
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==Long Memory==
  
Some characters are old enough that they do not have +flaws/+disadvantages. At the time that these became required fields for characters, such characters were permitted to go on like this with the caveat that if they ever submitted an upgrade application, they would also be required to fill out their +flaws.
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Our "Long Memory" Policy pertains to the retaining of in character information. We don't want characters having their every defeat remembered forever, or even previous characters that bear their name. We don't want popular properties that have debuted several times to simply be "solved" by any character old enough to remember the last time they were around. Accordingly, characters don't have an infinite expanding knowledge dossier on every theme they've been to or heard about, and physical things they have gained from themelists that are no longer played expire.
  
Going forward, when +Advantages/+Disadvantages are put into place, all players will have '''TIME PERIOD PENDING''' to change over to the new system. Applications for this purpose will not count towards cooldown times.
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All of the sunset periods defined below are subject to the urgency of new players of previously played themes, but offer a general idea of how long we think it's acceptable to remember things about themes and characters that are no longer on the MUSH. Anything beyond the scope of the time periods specified here should be presumed forgotten or replaced as a default.
  
[[Filch]] characters are not required to fill out their flaws until they are applied for properly.
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{|class="wikitable"
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|-
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| '''Subject Category'''
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| '''Sunset Period'''
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| '''Notes'''
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|-
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| Advantages from a dropped themelist.
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| 1 month - 1 year.
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| If replaced by a new themelist, sunset period decreases.
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|-
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| Knowledge of a dropped themelist.
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| 1-3 years.
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| If replaced by a new themelist, sunset period decreases or disappears.
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|-
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| [[Power Copy]] from a dropped themelist.
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| Immediate.
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| Copied powers (from characters and themes that no longer exist) immediately expire.
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|-
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| Knowledge of Aged Events from still-present themes and characters
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| 5 years.
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| This is a "soft" sunset, a threshold beyond which these things should only be gently referenced UNLESS a current plot is returning to those events in some way.
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|}
  
==Consent-Only Advantages==
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==Factional Defection & Infiltration==
  
Advantages that require consent to be used on other player characters are ICly known to have a significant failure rate. This is very similar to One Hit KO attacks simply not working due to ambiguous universal "spell resistance." It is highly inappropriate to pressure other players about refusing to be subject to consent-only advantages, and it is not regarded as a breach of etiquette, or "no-selling" to decline such abilities being used on your character.
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FacHead permission is required for factional betrayal/defection, and long-term infiltration.
  
A similar idea extends to actions that require consent more universally, such as breaking the default [[Combat|rules of the combat system]]. Don't EVER shame somebody for refusing requests that require their permission to go forward.
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=Plots=
  
==FacHead Permission==
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Plots are often referred to by the term "TP", which is shorthand for "TinyPlot", a term generated from an early MUSH codebase's name of TinyMUSH. A TP is pretty much just local cultural jargon for what you'd expect: A story, run by players.
  
FacHead permission is required for factional betrayal/defection, and long-term infiltration. Strictly speaking, Staff has overriding authority on whether or not these go forward, but if a FacHead is uncomfortable with the idea, it's strong grounds for denial. It is possible to petition Staff for permission without consulting the FacHeads, but we will require a fair explanation as to why we should allow this, and it is likely that we will say no and tell you to go speak with the relevant FacHead(s) anyway.
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Here at MCM, we think plot applications are horrible, time-wasting bottlenecks. So we require them as little as possible. Which is to say, pretty much only when you want to do a plot so enormously momentous that the entire Multiverse has to take notice-- a Global TP.
  
==Probation==
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Plots may not require players to surrender their character's applied-for advantages or combat attributes as a condition of entry.
  
Occasionally, Staff or the FacHeads will put a player on a probationary period for some purpose or another. This is usually to see if they're improved enough to have certain things that were taken away, or denied to them. For example, re-introducing them into a faction that they were kicked out of.
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Seek Staff permission and advice for plots that:
 
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* Involve visible long-term capture or mind control / temporary defection of a Player Character.
Just to be clear: Disappearing or going inactive for the stated or perceived probationary period won't end your probationary period. We want to see improvement, not a non-presence. If we have reason to believe that you're deliberately laying low so that your probationary period will end without incident, bare minimum response is to lengthen the period, and automatic failure isn't out of the question.
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* Involve violation of core policy, especially scale and interaction policy.
 
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==Running Gags==
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Sometimes characters have recurring jokes attached to them, like Edward Elric being short, Roy Mustang's obsession with miniskirts, GLaDOS's association with cake, etc. While it can be amusing to play with these gags, it can become incredibly obnoxious for the player(s) involved and some people have had their running gags driven into the ground so hard they've quit.
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In summary: If somebody asks you, individually or as a group, to stop it with the memes/running gags as pertains to them, DO IT, and don't make them ask you to stop again.
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==Scale==
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This Ruling is to clarify exactly what IS acceptable damage scale for casual use, and what isn't.
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* Destroying Cities: In general, anything the size of a city or larger should not be completely and totally demolished across the course of one scene without some sort of TP-based provisions or Admin permission. The simple fact of the matter is that we don't want to see cities and their entire populations wiped out every other day, and it would be all too easy for this to happen if left unchecked. Smaller areas (city blocks, villages, etc.) can be destroyed with relatively little fuss. Note that a city block is a pretty large space of land - look up Kowloon Walled City on wikipedia for reference of just how big and populous a city block can be.
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* Personal Property & Assets: You can't go and burn down somebody's home town or blow up their Death Star without their consent, even if you win a battle there. Exceptions may apply dependent on circumstances, but don't count on it.
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* Space Battle: It is usually more acceptable to exceed the normal "range" parameters in space battles, but bear in mind that we still don't want you wiping out cities with orbital bombardment or destroying colonies in a single one-off scene. Planetary-scale destruction is likewise off-limits under normal circumstances.
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* Destruction of Scenery: On the other hand, it is acceptable to wreak mass devastation on unpopulated regions of the landscape. Cleaving a pass into a mountain range or nuking the desert into a glassy crater is perfectly OK in most circumstances, though if you are in cast space (See Personal Assets & Attachments.) you should ask the locals if they're OK with their world being permanently changed in this manner.
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'''Note:''' Scale rules are undergoing modification in the Beta news file. This may need to be altered or eliminated later.
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==Stuns==
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This particular ruling is a legacy of the old Important Information boards, and was judged sufficiently relevant to current times to be reposted here.
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In short, while "silly" Stun attacks are acceptable, if somebody doesn't want to be subject to them you will be required to have a serious factor behind them that makes the stun work. A lot of characters aren't going to care if your character flashed them- they're just going to keep shooting.
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A good example of this is the "Attract" move from Pokemon. Not a lot of Pokemon are actually going to be susceptible to that sort of thing in the middle of a fight. Likewise, use common sense- regular biological poisons won't work on a robot (try an EMP grenade instead), and a flash-grenade won't work on a blind person.
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On the other hand, if you've consented to a stun don't make it difficult. Work with your attackers.
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'''Note:''' This can probably be eliminated and incorporated into [[Advantages]] in the complete version.
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==Targets==
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* Unaffiliated Characters can take targets, but are not entitled to hold them beyond the initial capture. Targets are mostly a quick-and-dirty RP tool for people involved in the war. If you want to use one for something special, contact Staff ahead of time.
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* After changing hands, a Target Zone cannot be captured until one (1) day has passed.
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* In the event that a majority of the Target Zones are held by one faction, further battles by the majority holder make a target Contested instead of causing it to change hands.
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==Triggers==
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The term 'Trigger' refers to circumstances or events that cause an individual with an extreme psychological condition (PTSD, OCD) to have a panic attack, flashback, or otherwise extreme reaction. This term has recently been co-opted by the internet to mean, 'Thing that I don't like.'
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If you actually have this kind of condition, please understand that while we are sympathetic, it is your responsibility to manage your own conditions, and MCM is not going to be implementing or enforcing trigger warnings on the MUSH. If there is simply material that you are averse to, let the people around you know about it, and avoid it. This won't always be possible, but the MUSH isn't going to divert rivers on your behalf most of the time, if at all.
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If you don't, the above idea still pretty much applies. It's your responsibility to avoid things you don't like.
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'''Note: Scheduled for removal as of 2-23-14.'''
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[[Category:News File]]

Latest revision as of 17:15, 9 February 2020

This news file is a compilation of rulings about roleplay and plots on the MUSH.

Long Memory

Our "Long Memory" Policy pertains to the retaining of in character information. We don't want characters having their every defeat remembered forever, or even previous characters that bear their name. We don't want popular properties that have debuted several times to simply be "solved" by any character old enough to remember the last time they were around. Accordingly, characters don't have an infinite expanding knowledge dossier on every theme they've been to or heard about, and physical things they have gained from themelists that are no longer played expire.

All of the sunset periods defined below are subject to the urgency of new players of previously played themes, but offer a general idea of how long we think it's acceptable to remember things about themes and characters that are no longer on the MUSH. Anything beyond the scope of the time periods specified here should be presumed forgotten or replaced as a default.

Subject Category Sunset Period Notes
Advantages from a dropped themelist. 1 month - 1 year. If replaced by a new themelist, sunset period decreases.
Knowledge of a dropped themelist. 1-3 years. If replaced by a new themelist, sunset period decreases or disappears.
Power Copy from a dropped themelist. Immediate. Copied powers (from characters and themes that no longer exist) immediately expire.
Knowledge of Aged Events from still-present themes and characters 5 years. This is a "soft" sunset, a threshold beyond which these things should only be gently referenced UNLESS a current plot is returning to those events in some way.

Factional Defection & Infiltration

FacHead permission is required for factional betrayal/defection, and long-term infiltration.

Plots

Plots are often referred to by the term "TP", which is shorthand for "TinyPlot", a term generated from an early MUSH codebase's name of TinyMUSH. A TP is pretty much just local cultural jargon for what you'd expect: A story, run by players.

Here at MCM, we think plot applications are horrible, time-wasting bottlenecks. So we require them as little as possible. Which is to say, pretty much only when you want to do a plot so enormously momentous that the entire Multiverse has to take notice-- a Global TP.

Plots may not require players to surrender their character's applied-for advantages or combat attributes as a condition of entry.

Seek Staff permission and advice for plots that:

  • Involve visible long-term capture or mind control / temporary defection of a Player Character.
  • Involve violation of core policy, especially scale and interaction policy.