Difference between revisions of "Integration"

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In our [[Character Application]], you'll notice that there is a mandatory field for what is called a '''Themelist'''. This is what we call a series/setting/etc. that has been incorporated into the Multiverse by being applied for. As noted in the application process, we require a simple and easily digestible explanation of what your themelist is all about, but this isn't the only aspect of integration into Multiverse Crisis MUSH's setting, and there are several things that are very important to know.
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===Integration===
  
Throughout our news files, you may have noticed the term "[[warpgates|Warpgate]]", and if not, you'll certainly see it in play on the MUSH. Warpgates are more or less what they sound like: A transportation network that makes getting from Point A to Point B easy even if the distances between those two points is incredibly vast, and on MCM they more or less just crop up as-needed, though some are built. Every themelist is assumed to have at least one warpgate for every major landmark in its setting. So to use Star Wars as a common example, you could expect to have warpgates that connect to Coruscant, Naboo, Tatooine, etc. In your typical JRPG, it might merely be every major city in the game. In essence, the idea is to hook every themelist into the Multiverse, and provide easy access to any "important" areas that might crop up.
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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.
  
More esoteric or secure locations, like the various Planes of Dungeons and Dragons, may not (and don't need to be) quite so easily accessed. Such places may still require special methods to enter. It bears mentioning that while historically we've allowed people to determine the quantity and size of warpgates that crop up in their themelisting, it is explicitly forbidden to create deliberate "bottlenecks" into a setting wholesale, and "shutting your world off from the Multiverse" is considered to be a feat of amazing rarity that is simply not permitted to occur without Staff permission. This isn't to say that a warpgate should exist to "sensitive" areas, but we don't want people to quarantine their whole settings, either. Unfortunately, some series rely heavily on isolation or a lack of ability to just "go".  
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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.
  
These settings are simply required to yield to the MUSH's integration requirements and let people in from the outside, though the broad availability of warpgates doesn't need to be as prolific as it might be in a less closed setting.
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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.
  
=Tone & Rating=
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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.
  
Multiverse Crisis MUSH is rated '''American R'''. It's expected that all players are 16 years of age or older. Our overall tone is meant to be comparable to those of mainstream comic books.
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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.
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Here's the rest of it, revised for being redundant and/or trimmed ->
  
Limited sexual situations may occur, but explicit sex may not. Cybersex / Tinysex is not allowed and is a bannable offense. Violence and swearing are acceptable to a limit; we'd prefer it not exceed what you might see in a movie like Terminator -- it might get intense in bursts, but it shouldn't be extreme or constant. For instance, the level of gruesome violence in some horror movies is too much. Below we have additional policy related to the MUSH's spiritual disposition, and more detailed policy on sex and sexuality.
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===RATING & TONE===
  
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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: Afterlives, Souls, Etc.'''
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===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 conflicts, we have rules that retroactively take primacy over all other source materials.
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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.
 
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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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=Deities=
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A "God" is a supernatural entity usually attributed with either creating or governing a universe. This news file concerns deities like the Olympian Zeus or Nordic god Odin, but also beings like the Faerie Queens Mab or Titania, all of whom are arbitrarily powerful within their domains. Whether simply powerful people or actually omnipotent, they fall under the same rule: A God's supreme power is bounded to the borders of their setting, and the people WITHIN it.
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Their divine jurisdiction ends at their setting's borders, beyond which are realms governed by other beings, or which have no governing deities. A character from one setting entering another god's domain, for instance, would not be a valid target for Zeus's divine retribution.
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In short, Gods only have absolute power over their lands and people, if they have that. They can be powerful outside those territories, but never supreme, and being a god isn't justification to do as you please and instantly defeat people. This means you could end up with a setting where Zeus taking his true divine form instantly kills Demigods who look upon him, and then Link from Legend of Zelda could turn up and ruin his day. It also means that any God isn't likely to be much better than any other PC at doing stuff outside their setting.
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'''Meta-Gods?'''
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There are two mysterious entities, identified in the Multiverse as the Prime Divinity and Prime Evil. Exactly where they come from and why they exist is a great mystery. At the very least they seem to be the caretakers of souls too maimed to persist even in the hereafters of individual worlds, but what goals they may have is a complete unknown. It is speculated by some scholars of the Multiverse that they are the natural amalgamation of intermingling divine forces, and did not exist prior to the formation of the Multiverse, but this like so much else about them is utterly unverifiable.
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Superficially, the Prime Divinity and Evil appear to be primal forces of Good and Evil respectively, hence their names.
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'''Notes'''
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This intended to outline the limits of Gods (or similar absolute entities) on the MUSH, not to state that all Gods receive these traits. This file, in short, is for the benefit of those who apply for series like Percy Jackson and the Olympians (or more broadly, Greek / Roman mythology-derived material in general) where the hard primacy of Gods is a Thing.
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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.