10.1 General Guidelines for PCs
Role-play is a very vaguely defined "game", and the "rules" can change from
GM to GM, and from adventure to adventure. That said, there are still some
general principles that apply, and certain boundaries that the PC is expected
to stay within for general game-play. Here are a few notes on what's
expected of players and player-characters. Some points are expanded upon
in more detailed articles cross-linked from this page, if you desire to
read further.
10.2 General Guidelines for NPCs
"NPC" stands for "Non-Player Character". Technically, every character
introduced by a GM that is not a Player Character is therefore, a
Non-Player Character. Some games are run with a single GM and one or more
PCs. However, some GMs prefer to have one or more "assistants" present, each
of whom may control one or more NPCs, or have some other sort of control
over the environment (such as adding little "ambient" events in the background,
for "atmosphere"). Sometimes, a GM may assign roles to some players, letting
them play "NPCs" on a short-term basis.
10.3 General Guidelines for GMs
The GM (Game Master) is the person who has "creative control" over the
environment and over the plot, and has final say in resolution of conflicts.
This gives the GM a great deal of authority, but what comes with it is a
fair amount of responsibility.
10.4 Campaigns
Some role-play only takes place on an "episodic" basis. The GM gets some
PCs that are online, gets them together in, say, the Bazaar, and has something
happen, which they can react to or ignore. The event runs its course, and
the PCs eventually part ways. It may be that next week, the GM signs on again,
he gets hold of all or some of the same PCs, and another event takes place,
building on the events of the first one.
However, other GMs will take one or more PCs and take them on a "campaign" --
a series of sessions that are meant to tie together. It may be something
along the lines of having one or more PCs get aboard an airship and journeying
off to explore a new land. Until the campaign is finished (e.g., they come
back to Rephidim), the PCs can't really take part in other adventures, or
"hand around in the Bazaar" with other characters. The PC, after all, is off
on some airship for the time being.
Such campaigns can be quite epic, and lead to several of the "Plot Threads"
that are marked in the Log Entries. However, here are a few tips to keep
in mind when running such plots.
10.5 Unmoderated Role-Play
The typical role-play session on Sinai has a single GM and one or more PCs,
sometimes with some "assistants" helping the GM as "NPCs". However, GMs can't
always be available, and sometimes players just want to role-play their characters
in "light" situations, without necessarily needing to save the world or
defeat an evil villain in order to have fun.
It's perfectly all right for a few PCs to log onto Sinai, grab a "cambot",
and log some light interaction. This might consist of just two PCs talking
to each other while traveling between adventures on an airship ... or perhaps
exchanging tales of their past adventures over some ale at a generic bar ...
or perhaps running into each other in the Bazaar.
The key element of "light" role-play is to avoid conflict -- unless it's
something that you're prepared to resolve to the satisfaction of all players
involved. It's also best to do only if there is at least one player
present who has a pretty good knowledge of the Sinai universe and "how things
work", so that, in the course of conversation or poses or "ambient" narrative
poses, you don't introduce elements that are out of theme.
For example, if some PCs are in the Rephidim Bazaar, it's fairly common to
"invent" a few generic booths selling some miscellaneous wares, as a backdrop
for your interaction. If some NPCs started talking about football games,
or if there were some video tapes for sale in one of the booths, that would
be a bit out of character for Rephidim. Likewise, if, in the course of
role-play, the PCs (without moderation from a GM) invent some Temple Guard
that comes up to bully the PCs, that may be pushing the limit. While it
might be within the realm of possibility for a Guard to give some PCs
some trouble, that's really the sort of thing that a GM should handle.
While such interaction is generally limited to light chit-chat, exchanging of
information, brainstorming, or general goofing around, it's possible that
some conflict between PCs could develop. Perhaps one PC (wittingly or not)
insults the other. Perhaps the other PC is inclined to resort to violence ...
or perhaps he wishes to get back by "secretly" stealing something from the
first PC. If such a conflict occurs, you will have to resolve it. One
way is just to halt the plot and only continue it once you've got a GM to
handle the conflict. Another way is for you to resolve it amongst yourselves.
Maybe you flip a coin, maybe you both agree on the outcome -- just as long
as both players are satisfied.
Anything that comes out of light role-play will be subject to "review" by
the GMs. It may be that there was some minor little detail in the background
that is out of character, and may need some editing before the log is posted
to the Log Entries. Or, it may be that things are so out of
character that the GMs decide that this "didn't really happen". (Fortunately,
the latter doesn't happen very often.)
For the sake of keeping things orderly, one of the PCs may take the role of
an "unofficial GM" for the session, taking care of background ambience (for
example, spoofing the waitress coming by to set some full mugs of ale at the
table, rather than making it seem like the bar is empty, and there's no good
service in there). It's important to keep in mind that if you are acting in
the capacity of an "unofficial GM", you still have certain responsibilities as
a GM would. You shouldn't abuse your position to make your PC look good at
the other PCs' expense. Try to be fair. The key to any unmoderated role-play
is that it has to be cooperative in order to work!
10.6 Magic
Magic and high technology often come up in plots, since the presence of such
is what makes this science fiction and fantasy. However, some care should be
taken, as it's fairly easy to let such things get out of hand -- or, at least,
out of the "theme" of Sinai.
10.7 Essays
The following are assorted essays written by some of the GMs to cover
assorted aspects of role-play and GMing. Don't worry: players aren't
expected to memorize all of these rants and essays, but they may
still be of help in getting to better learn what "wavelength" the GMs
are on.
10.7.1 Invisible Poses
In summary, "invisible poses" are poses made by a PC that really have no
visible effect. The PC "notices" something or "thinks" something, but doesn't
actually say or do anything that other PCs could react to. In solo RP, this
can be a useful way to see what's going on inside a PC's head. However, if
the PC just spends a lot of time making derogatory commentary about other
PCs in thought balloons -- which other players can read, but have no IC
reason or way to respond -- this can lead to conflicts.
10.7.2 Religion and Morality
There are many religions represented on Sinai, many of which represent
beliefs that may differ greatly from the actual beliefs held by the players
and the GMs. Here are a few thoughts on how some plots may handle issues
of morality and religion on Sinai.
10.7.3 Fictitious Languages
It should be noted that we have a number of different languages that have been
introduced to Sinai, some with considerable thought put into them ... some not.
Since we can't take the time to invent new languages and teach them to all
the players, certain concessions in "realism" have to be made for playability.
10.7.4 Problem Solving
This essay covers some basics about trying to deal with problems that occur
in role-play, rather than freezing up or just trying the first "solution"
that comes to mind on a regular basis.
10.7.5 Holodeck Etiquette
This essay covers a few "traditions" that have been set when running logs in the
"holodecks" using the "cambots", and explains a bit of the jargon that has
developed during role-play on SinaiMUCK.
10.7.6 Gen's GM Guide
This essay offers some tips and suggestions from one of the main GMs, Gen.
10.8 Tools for GMs
The following section is devoted to charts, short cuts, and other references
of use to a GM for use in role-play, but which aren't really a part of the
rules for play here.
10.1.1 Essentials and Rules
For instance, if faced with an enemy monster, unless they've been
shown to be plainly incompetent, posing "Karak knocks his sword aside
and skewers him through the heart" is a bit presumptive. Instead,
try something like: "Karak attempts to knock his sword aside and make
a thrust at his chest."