Difference between revisions of "Integration"
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− | + | ===Integration=== | |
− | + | Integration is a term used to refer to the (!) integration of source materials into Multiverse Crisis MUSH's setting. We refer to individual setting as '''themelists''', a list of which can be viewed using the -> '''+themelist''' <- command on-MUSH. The most basic requirement for the integration of a new themelist into Multiverse Crisis MUSH is a character application for a character from that source material, and an accompanying easily digestible explanation of what sort of source material it is. | |
− | + | The central requirement of new integrations is, very simply, a minimum bar of compliance with actual incorporation into MCM as a MUSH. There are MUSHes where players are allowed to wall themselves off and sandbox without ever exposing themselves to any outside elements, and it is both a point of policy and our setting design that such sandbox-fiefdoms not be an element of MCM. | |
− | + | Pursuant to this, a central feature of our setting is the '''WARPGATE NETWORK'''. Whether a source material's setting is stitched into the Multiversal superplanet or materializes in space around the same (a process referred to as Unification), warpgates begin to open within the newly Unified world in relatively short order. | |
− | + | The first warpgates of a new source material, which appear before anyone has explored the newly-unified world and before anybody from the newly-unified world has explored the outside, are discreet and out-of-the-way. They are the sort of thing that might become a focal point of an X-Files episode, or a series like Stargate. They might be found in obscure caves, the catacombs of a particularly old European city, etc. They always appear in secret locations of prominent and public areas where they can be found, but aren't easy to stumble upon. | |
− | + | A world's warpgate network begins to expand across the world (and into the public eye) as its inhabitants explore the Multiverse, or as Multiversal forces begin to explore that world. The less trafficked an area is, the longer it takes for a warpgate to appear there-- particularly obscure or-difficult-to-reach locations like Dungeons and Dragon's Planes might remain warpgate-free, but definitely take the longest time to become properly connected. | |
+ | Here's the rest of it, revised for being redundant and/or trimmed -> | ||
− | + | ===RATING & TONE=== | |
+ | Multiverse Crisis MUSH is rated American R. Further details on our content policy can be seen in the [[POLICY]] file and tone-based restrictions or bans can be seen in [[BANNED]]. Our broader tone is meant to be comparable to that of mainstream comic books. | ||
− | + | ===SPIRITUAL POLICY=== | |
− | The existence of souls and disposition of the afterlife are areas where, in the interest of our desired tone and avoidance of primacy | + | The existence of souls and disposition of the afterlife are areas where, in the interest of our desired tone and avoidance of primacy onflicts, we have rules that retroactively override the rules of other source materials. |
− | + | All sapient life has a soul. Souls are indestructible, and there is a life-after-death that can only be permanently taken away by willful action on the part of the individual. (That is, you can sell your own soul or maim it so horribly that you're a spiritual quadriplegic, but somebody else can't do that to you.) What happens after you die is informed by your source material, unless it otherwise contradicts the rules here. Cessation of existence is not an option. | |
− | All sapient life has a soul. Souls are indestructible and there is a life-after-death that can only be permanently taken away by willful action on the part of the individual. (That is, you can sell your own soul or maim it so horribly that you're a spiritual quadriplegic, but somebody else can't do that to you.) What happens after you die is informed by your source material, unless it otherwise contradicts the rules here. Cessation of existence is not an option | + | |
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+ | When it comes to Deities and similar beings, their authority and greater power ends at the borders of their own worlds. To the extent that it matters, some form of ambiguous meta-deity (referred to by a variety of names, usually Prime Divinity) is known to have spiritual authority over the greater Multiverse (and perhaps beyond), but is either unable or unwilling to directly act upon things that transpire there. | ||
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[[Category:News File]] | [[Category:News File]] |
Revision as of 03:35, 3 October 2018
Integration
Integration is a term used to refer to the (!) integration of source materials into Multiverse Crisis MUSH's setting. We refer to individual setting as themelists, a list of which can be viewed using the -> +themelist <- command on-MUSH. The most basic requirement for the integration of a new themelist into Multiverse Crisis MUSH is a character application for a character from that source material, and an accompanying easily digestible explanation of what sort of source material it is.
The central requirement of new integrations is, very simply, a minimum bar of compliance with actual incorporation into MCM as a MUSH. There are MUSHes where players are allowed to wall themselves off and sandbox without ever exposing themselves to any outside elements, and it is both a point of policy and our setting design that such sandbox-fiefdoms not be an element of MCM.
Pursuant to this, a central feature of our setting is the WARPGATE NETWORK. Whether a source material's setting is stitched into the Multiversal superplanet or materializes in space around the same (a process referred to as Unification), warpgates begin to open within the newly Unified world in relatively short order.
The first warpgates of a new source material, which appear before anyone has explored the newly-unified world and before anybody from the newly-unified world has explored the outside, are discreet and out-of-the-way. They are the sort of thing that might become a focal point of an X-Files episode, or a series like Stargate. They might be found in obscure caves, the catacombs of a particularly old European city, etc. They always appear in secret locations of prominent and public areas where they can be found, but aren't easy to stumble upon.
A world's warpgate network begins to expand across the world (and into the public eye) as its inhabitants explore the Multiverse, or as Multiversal forces begin to explore that world. The less trafficked an area is, the longer it takes for a warpgate to appear there-- particularly obscure or-difficult-to-reach locations like Dungeons and Dragon's Planes might remain warpgate-free, but definitely take the longest time to become properly connected. Here's the rest of it, revised for being redundant and/or trimmed ->
RATING & TONE
Multiverse Crisis MUSH is rated American R. Further details on our content policy can be seen in the POLICY file and tone-based restrictions or bans can be seen in BANNED. Our broader tone is meant to be comparable to that of mainstream comic books.
SPIRITUAL POLICY
The existence of souls and disposition of the afterlife are areas where, in the interest of our desired tone and avoidance of primacy onflicts, we have rules that retroactively override the rules of other source materials. All sapient life has a soul. Souls are indestructible, and there is a life-after-death that can only be permanently taken away by willful action on the part of the individual. (That is, you can sell your own soul or maim it so horribly that you're a spiritual quadriplegic, but somebody else can't do that to you.) What happens after you die is informed by your source material, unless it otherwise contradicts the rules here. Cessation of existence is not an option.
When it comes to Deities and similar beings, their authority and greater power ends at the borders of their own worlds. To the extent that it matters, some form of ambiguous meta-deity (referred to by a variety of names, usually Prime Divinity) is known to have spiritual authority over the greater Multiverse (and perhaps beyond), but is either unable or unwilling to directly act upon things that transpire there.