by Gen
1. Introduction
Hopefully by now you've read through the Player's Guide and other guidelines. It's a bit of a lump to swallow, but it is important that
you have a basic understanding of Sinai and how it works. We don't
expect you to be able to point out where on a map Gallis is, for
example, but it's useful to know that Gallis exists and that it's
populated by purebred and mongrel dogs.
Sinai is unlike any other role-play environment you've ever experienced.
The players are extremely close-knit, and those who are too private to
even reveal things like their real names or where they live in real life
might find that closeness to be uncomfortable. We're a community made
of people who love ROLE-playing, talking about our adventures in off
times, discussing future plans for the world and our characters, and
generally letting folks know about ourselves. People with a tendency to
be disrupting in public when they don't get their way, prone to temper
tantrums and/or other outbursts, or people who feel the need to dump
pity trips on everyone around them aren't tolerated on our MUCK.
This said, it takes a very special person to fit into Sinai. At least
half of the character requests we take are rejected, and about two thirds of
the people that have been accepted into Sinai have later decided that
they didn't like role-playing here and have left. (Take a look through
the "thread listings" and note how many characters on there aren't
active anymore, for an example.) So how do you know if Sinai is a place
for you?
If you are a very private person and plan to just log in during role-play
times and log out when it's over, never interacting with anybody else or
talking much with the people on Sinai, you won't fit in. On the other
swing of the pendulum, if you're coming to Sinai just to hang out with
your "friends" and chit-chat, and if role-play isn't all that important to
you, you won't fit in either.
If you like playing character types like assassins, psychopaths,
murderers, or general "villain" PCs, then you won't get along well on
Sinai. Our plots usually consist of the "bad guy" losing at the end of the
plot. PCs of this type will have guaranteed short lifespans.
Other things include a person with a habit for bad language (profanity
is NOT tolerated on Sinai) or someone that feels the need to either
involve themselves in tinysex or make sexual remarks about everything.
If you have a problem with this, don't apply.
There's also the matter of give and take. The GMs don't get paid to be
your GMs. The administrator is paying for the site from his own pocket. All we
get out of this is the satisfaction of our work. Because of this, we'd
like for you to give something back from time to time -- maybe by running a small
"light group chit-chat" log in the Bazaar, or simply by discussing ideas or
plots with others. As mentioned earlier, Sinai is a community of
friends and family. When someone walks into that community and takes
without giving anything back, then it makes others in the community
generally grumbly.
And finally, should you eventually decide to leave Sinai, remember that -- as stated in our AUP -- every log of your character and any images in the art gallery will remain there. We won't rip your character from Sinai's tapestry just because you might not want to be associated with Sinai anymore. For more information on this, please read rule seven of our AUP.
And if all else fails, try the "Globals" global. Many of these commands come with instructions, if you type the command followed by "#help" (example: 'Vista #help') or if you "look" at the action (example: 'Look Vista').
4. General Character Creation Tips
This pertains to skills, too. Just because your IC parents were machinists or scientists and your character was "raised around science
all his life" (and/or you as the player have a personal knowledge of such things)
doesn't mean that you'll be able to play a technological-minded
character who can fix anything ... unless you pay the points for that
skill. Or if you decide to play a Jupani, it doesn't mean you'll get
an enhanced sense of smell unless you pay the points.
Also, don't try to be sneaky and give yourselves goodies in your
background or stats. Eventually things like this will catch up with you and will probably frustrate the GM or other PCs for hiding things from them. Sinai isn't a video game with "cheat codes", and your goal shouldn't be simply to "win".
5. General Points on the Workings of the IC World of Sinai
The universe of Sinai is a place where actions have consequences and things don't always
go like you'd planned. It's a world where PCs can die, be sold into
slavery, get betrayed, or locked up in jail if they make the wrong
decisions (or sometimes even if they make the RIGHT one).
There is slavery, and by the general public in many societies on Sinai, it's not looked upon as a bad thing. Ranting in public about the evils of slavery will probably get
you some eye rolling or some chuckles from passersby. On the flip side,
a lot of slaves, if offered a chance at freedom wouldn't take it. Most
of them have masters that treat them fairly well and have more-or-less decent lives
to live. The GM staff isn't saying that slavery is a good thing, but
we're also trying to be realistic. If slaves were beaten and abused
by cruel nasty masters with whips as a general rule, then one wonders why
all the slaves on Sinai haven't decided to quietly knife their masters
in their sleep and liberate themselves.
In a nutshell, there's good and evil on Sinai ... but the "good" quite
often has faults, and the evil can sometime justify itself fairly well.
We don't always run things as "white hat, black hat". So taking on a
crusade against the evils of the world isn't always as easy as it
sounds.
Some of the countries are populated by folks who will lie to you and
backstab you, while others might merrily let you into their homes to
share tea. There is variety among the people, but it means that there are
places you don't want to go without a means of defending yourself, and
people you shouldn't trust ... even if they tell you that you can trust them.
Stereotypes you may be used to in other role-playing games might not apply on Sinai. The City Guard is
competent and can do its job, as opposed to being "Keystone Cop" types
that trip over their own feet. The government in control of Rephidim is
corrupt, but they still manage things fairly well, and it's a good
idea to steer clear of them. Not every "authority" figure on Sinai is
corrupt and evil.
There is religion on Sinai, but again not every religion is an "evil"
one ... or it might be a good religion with bad people tied to it. Just
as religion has an impact on our society, so it does for Sinai. There
are quite a few gods, goddesses, and other entities that people worship
all over the planet. You're bound to find someone who worships the
Star, Sunala, or Dagh in the course of your role-play. Many PCs have
religious leanings as well.
Some of the religions parallel Christianity, and a lot of the players on
SinaiMUCK are OOC Christians themselves. We don't intend to use Sinai as a
springboard for converting people. At the same time, since it's a
religion we're familiar with and like, we draw inspiration from it. You
don't have to be a Christian to have fun on SinaiMUCK, but if you're openly hostile
towards Christianity, you might reconsider your application.
And finally, the administration staff and GMs will always try to be fair. Unless you have a reputation of taking advantage of things, we will also try to give you the benefit of the doubt and will gladly listen to anything you have to say. But ultimately, the admin and GMs have the final authority over any and all disputes; when we make a final decision then it is a final decision.
6. Character Ideas and General Traits You Should Avoid
7. Silly vs. Serious
Despite all the dark talk about Sinai, we do have goofy plots and some
light-hearted adventures. You don't have to play a completely serious
character on Sinai, but if you choose to go the silly route, you'll be
expected to stay that way ... until you decide to change moods or opt to
have your character "mature". Please notify the GM if you want to be
silly or serious, otherwise you might find yourself in a plot you don't
like.
We expect silly characters to remain "light". If you decide to play a
cute and goofy character and then suddenly decide to beat someone up or
knife someone in the back, it shocks a GM and completely derails the mood
of the plot.
We tend to view silly characters as almost being in an "alternate world" where
evil vermite-controlling bats with lisps try to take over the world, and
things explode for no darned good reason. Silly plots are very rarely
ever world-shaking, but they're still enjoyable. It's just that as a silly PC, you
might not be able to do much in regards to the more meatier and serious
plots. You're bound to role-play with the characters in them during
lighter moments, but silly characters probably won't be marching into
battle against Babelite Plaguebringers or helping to hunt down
necromantic murderous spirits.
Stats
Players can type this and look at their "stats" (short for "statistics" -- that is, a list of your PC's skills, abilities, other benefits, and disadvantages). GMs can view the
stats of all the players. You remember those skills you pick out for your PC?
That's where we store a list of them. Also, if you forget your stats or need to
check up on them in the middle of a log, you'll find the Stats command to
be very useful.
Notes
This is where useful information about your character is stored. This may include notes as to when you spent points on particular improvements in skills, reminders of names of important NPCs (friends, family) tied to your plot, reminders of special inventory items you've acquired during an adventure, or other miscellaneous information that's handy to have on a quick reference. Players can view their own notes. GMs can view everybody's notes.
Rumors
Gossip travels in a city, and talk flies around. Typing in the
"Rumor" global keeps you abreast of all the local news and current talk
of the town -- from the perspective of the City of Rephidim, that is. Sometimes rumors are about plots, sometimes they're red
herrings, sometimes they're about something a PC did, and sometimes
they're just something silly the GMs decided to stick up in a rumor for "local color".
Spoof
This is also abbreviated with the period (.) as a shortcut command. All spoofs on Sinai are "free". The GMs use the Spoof command as a narrative tool to
have ambiance and such appear around you, while players use spoofs in
place of fancy poses. If you type "Spoof A monster appears out of thin
air!" then everyone on the screen will see:
A monster appears out of thin air!
Let's say you're playing a red-furred Skeek merchant named Murray.
Instead of every line reading, "Murray does this," or "Murray says," you
can use Spoof so that one line reads, "The Skeek merchant says," or "The
mouse does this," or even lines like "'So what?' Murray retorts." Spoof is
probably the most heavily used global on Sinai.
Asylum
The central area on SinaiMUCK is the "Asylum". If you somehow get lost wandering around, typing 'Asylum' will get you back to a more central location. Most of the other important locations have "shortcuts" like this, since this is more of a role-play oriented place rather than an "exploration" type of MUCK.
Holodeck
This is also abbreviated as 'Holo' or 'H'. Typing this command by itself will show a listing of the Holodecks, who's in there, and whether there's a cambot in there presently logging. (That will give you as good an indication as any which Holodecks are free and which aren't.) To teleport directly to a Holodeck, type 'Holo', followed by a space, and then the number of the Holodeck you wish to go to. For example, if the GM says, "Meet me in Holo 1," and you can't remember how to get there, just type 'Holo 1'.