We didn't start the fire: Rules & Conventions.   Posted by Game Master.Group: 0
Game Master
 GM, 83 posts
Tue 1 May 2018
at 02:08
We didn't start the fire: Rules & Conventions
To keep things moving quickly in a PbP setting, we will adopt certain conventions for players posting.

First, there will be a status-based hierarchy to determine combat successes. I will try to make it clear which NPCs fit into what category.

Minions are undifferentiated in skill, personality, or style. When fighting them in combat or otherwise attempting to vex them, such as with clever deception or driving maneuvers, 1 success is sufficient to hit.

Rivals are both more threatening and more interesting. They require 2 hits to beset with violence or other misanthropy.
Game Master
 GM, 114 posts
Wed 25 Jul 2018
at 00:49
We didn't start the fire: Rules & Conventions
In your character's description, please include a description of your vehicle if you have one. Also please include a description of what, if anything, you wear on your head or face. This includes tattoos, scars, facial hair, masks, bandannas, hats, helmets, jewelry, prosthetics, bandages, and tiny animals.

Also, please indicate the colour that people will think of when they see you. It could be your hair colour, your eye colour, your most distinctive piece of clothing, your skin colour, or some ethereal quality. This will also be your voice colour in spoken dialogue.

Writing style:
When writing your posts, there are a few thematic conventions we will try to observe. Describe your character's actions based on what we can observe about them, rather than what you (the writer) intend to convey. Avoid third-person omniscient writing. You may use inner monologue for thoughts, but keep it subjective.

EXAMPLES:
1. Bad
Stellar Grist stood up proudly from his vehicle. It was a cool vehicle, fast and sharp-looking. Grist smiled as he thought of all the modifications and concealed weaponry he had added to it. He surveyed the horizon, alert for danger and opportunity.

So if you were watching this guy, you would see this:
A man stood up from his vehicle. He smiled. He surveyed the horizon.

See? Everything non-concrete happened according to an omniscient, unseen narrator. Let's try again.

2. Better
The man, who had most recently introduced himself as 'Stellar Grist,' stood up from his vehicle. All extraneous parts had been stripped off, leaving only sharp corners. Grist smiled as he looked over the engine block and, for some reason, the headlights. He shaded his eyes and scanned the horizon. Will it be raiders or prey? he wondered.

See? Less terrible. There's still a trace of stuff we couldn't know from just a quick glance, but we're still deducing things rather than being told them.
Game Master
 GM, 125 posts
Wed 1 Aug 2018
at 03:17
We didn't start the fire: Rules & Conventions
Narrative Structure

My grand strategy for this game is for the players and the GM to each have a strong influence on the plot and setting. I picture it working like a pendulum. Allow me to explain:

The first step is pure exploration. You, the players, hunt around the world doing whatever you please to do. I will hang plot hooks with suitable bait for you to bite. Your main motivation for doing so will be the continual ticking down of your resources.

Once you have decided which plot to pursue, the pendulum will begin to swing towards the centre, with equal GM and player participation. I'll start assigning objectives and imposing time limits. You will be free to handle those problems according to your own methods, knowing that any choices you make will impact your immediate future.

All that is the potatoes & vegetables of the game. The meat is the high-octane action that I am tentatively calling 'roving dungeons.' These would essentially be a collection of 'rooms' filled with traps & encounters, but each room is more like a long stretch of road or a territory of open ground. You will be compelled by some means unique to the dungeon to keep moving.

MOVIE EXAMPLE:
Furiosa drove the War Rig out of the hostile territory of the Buzzards into the mighty storm. Once her party had passed through the storm, there was a desert to cross. Once through the desert, she drove into a canyon in the mountains. Each of these locations had different challenges and encounters to face. Though at times she was able to pause briefly, the continued pressure of an enemy at her back drove her on. Even a slight delay could prove disastrous.

Once you have conquered the dungeon, something of significance to the world as you know it will be ready to happen. Perhaps a new resource will be present on the map, or some faction will have suffered a major loss. Your characters will have the opportunity to react to this new development as the pendulum swings back to the centre.

Finally, once the new status quo has asserted itself, we will return to the sandbox mode. You will be able to explore the world once again according to your own rambling impulses.