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.
  
==Advantages: Consent-Only Advantages==
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==Long Memory==
  
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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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.
  
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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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.
  
==Advantages: Immortality==
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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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|}
  
Immortality is not something that can be considered concretely reliable in the Multiverse, but barring an immediate reason for an immortality +advantage to fail, it won't. That aside, it IS ICly known that immortality isn't foolproof, even if it usually takes a lot more legwork to kill somebody who has it than it does to kill a relatively ordinary person.
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==Factional Defection & Infiltration==
  
As a point of clarification, because the destruction of souls is not permitted in Multiverse Crisis MUSH theme, characters who can only be killed by this means are assumed to be kill-able by any means that would kill an immortal from any given setting. For instance, special weaponry intended to kill immortals.
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FacHead permission is required for factional betrayal/defection, and long-term infiltration.
  
From an OOC standpoint, immortality will only concretely fail when condeath is revoked. On the incredibly rare occasion that this occurs, the Immortality advantage is usually disregarded wholesale. It bears noting that the last person to have their condeath revoked possessed an immortality +advantage, and the reason for the revocation had a lot to do with that player powergaming with their immortality extensively.
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=Plots=
  
==Characters w/o +Flaws/+Disadvantages==
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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.
  
Approved Legacy Characters who did not have +flaws or +disadvantages were required to update their characters during '''2014'''. Those that did not update were set unapproved, and will be turned into Guest characters or deleted at Staff discretion.
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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.
 
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[[Filch]] characters are not required to fill out their flaws until they are applied for properly.
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TP Characters are not required to have disadvantages filled out.
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==FacHead Permission==
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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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==Probation==
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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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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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==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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==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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Plots may not require players to surrender their character's applied-for advantages or combat attributes as a condition of entry.
  
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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.
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* Involve violation of core policy, especially scale and interaction policy.
  
 
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[[Category:News File]]
 
[[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.