S-5: Civil-Military Operations (Campaign Guidelines)   Posted by Raellus.Group: 0
Raellus
 GM, 7 posts
 Storyteller
 Arbiter
Fri 12 May 2017
at 00:30
S-5: Civil-Military Operations (Campaign Guidelines)

Raellus' PbP Guidelines

The following guidelines are based on a set originally developed by ChalkLine for his T2K PbEM (now PbP) campaign. In general, I plan to follow them in my campaign and I'd like all of my players to do their best to follow suit. Big thanks to ChalkLine for saving me the trouble of writing this up from scratch.

Post Rate

Typically, I'd like us to shoot for at least two turn posts per [seven day] week, standard. I want a quick-moving game that involves frequent opportunities for PC and NPC development and interaction, problem-solving and teamwork and, of course, combat.

For any PbP game to really work well, it's important that all of the players show initiative on a regular basis. This doesn't just mean posting once per turn. This means being active in seeking situations out, participating in planning and decision making, and interacting with other PCs, rather than simply reacting to GM input.

Missed Posts

If you are unable to make a post now and again, that is fine; I will NPC your character for that turn, if needed. If you will be unable to post for any length of time, please let me know in advance and I’ll be happy to fill in for you in your absence. If you miss several posts with no forewarning, your character will be walked off-stage (or overboard).

Posting Style

1. Please write all IC posts in the third person, (tense?).

2. I know it's hard to come up with thrilling narrative or snappy dialogue every turn, but please try and make longer posts of good descriptions of your PC's actions for a few reasons. Firstly, they get me really enthused to write the back-story for you. Secondly, they add so much to the game. Thirdly, fifteen separate posts of "yes", "no", and "maybe" tends to 'spam-out' people in different time zones; they get up and there's a hundred posts of drivel that they can hardly inject themselves into. It also is amazingly confusing to GM. And boring to read.

3. Please color all dialogue blue. NPC speech should be colored purple. PC radio transmissions should be coded monotype. Thoughts should be in italics.

Please color all OOC material in an IC post (combat tags, rules-speak summaries, brief questions or comments, etc.) orange.

 4. Please trim your posts. Only have in your post the text that you are responding to or relates to your post, and only respond AFTER the text and not before.

5. If you post a long and descriptive turn, you may want to follow it by a 'rule-speak paragraph' after your turn - but before your summary - if you're concerned the GM may get it wrong. Don't skimp on your descriptions, they're the meat of the game, but sometimes a quick clarification of the round- 1: run to barn, round 2: ready grenade, round 3: throw grenade into loft- makes things amazingly easier for me to GM out and I hate it when I make mistakes about your intentions.

6. Proper spelling, punctuation, and grammar are important to the flow of good writing. To err is human, but please do your best to use proper English conventions when you post IC. Poor grammar makes posts hard to read and breaks up the flow of the narrative.

7. The GM reserves the right to edit IC player posts for grammar, spelling, and punctuation, without notice. IC posts won't be edited for content without player permission.

Combat Tags

When in combat, please post a combat summary after your post, there's twenty of you and I don't have time to comb through every post to double check things. The summary looks like:

Who you are,
Where you are,
What you're using,
What you're doing.

Such as:

Private John
In the ditch, crouching, by the wrecked BTR.
M16A2 (25/30 rounds mag #2)
Covering Private Fred's advance to the gully.


IC Posting Ettiquette

1. Players MUST always answer other players, even if it's to only post "I ignore John." (If this isn't instituted, some players aren't answered and are stuck waiting for a response, missing turns and slowing everything down, sometimes this turns into the dreaded 'talking to the air' where players address the air rather than be held up. It looks really odd when twenty guys do it.)

2. PCs must NOT 'think aloud' negatively about other PCs. Never post '"Fred thinks John is a total jerk, his plan is stupid and will get them all killed." etc. It's not constructive and the other player gets no right of response. Roleplay out your differences and resolve them on the board, that's the name of the game!

3. Avoid Metagaming! In PbB games you often have several things happening at once on the game site, but obviously not connected. You have to try and keep these things separate, even if it means your poor old PC walks into a trap that you as the player knows about. I do take note of the PCs who try hard to avoid it and appreciate it.

Corrections

Enquiries, corrections to the GM and other stuff, please send to me via PM. I'm fallible, but not everyone has to know it!

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Raellus
 GM, 8 posts
 Storyteller
 Arbiter
Fri 12 May 2017
at 00:40
Char-Gen

When generating your PC, follow the basic T2K v2.2 char-gen process, but use Paul Mulcahey's starting career skill packages instead of those presented in the BYB.

http://www.pmulcahy.com/profes...er_generation_2.html

In addition to abilities and skills, it would be helpful for the rest of us an idea of what your character looks like, their personality (in case they must be NPC’ed for any reason), and their back-story. Your PC’s back-story should include a bit about their pre-war life, what they’ve been up to since the start of the Twilight War, and how they ended up in Albuquerque, NM in early 2001.

Starting equipment is pretty much whatever would be available in-theater, as long as it entered military service prior to 1997 and your PC can carry it on his/her person.


BONUS SKILLS

To reflect the harsh learning curve of wartime, add the following bonus skill points to your final build:

Language*
Medical (Trauma Aid) +1
Observation +1
Scrounging +1
Small Arms (Rifle or Pistol) +1
Survival +1
UMA +1
Your choice of +1 to any other combat skill (Autogun, TW, Tac-missile, AMA, etc.)

*Your PC gains a number of skill points equal to the number of years he/she has spent in the country where that language is spoken or half that number in the primary language of the OPFOR in that country. For example, a character posted in Korea for four years gains +4 in Korean or +2 in Russian.




XP & SKILL IMPROVEMENT

From time to time, I will award players with XP which may be used to boost their character's skills. XP can be awarded for the following IC and OOC actions:

Exceptional role-playing

Successful completion of difficult and/or impossible tasks

IC Problem solving

Awarding XP is the ref's prerogative and is completely up to his discretion.

Experience awarded to the player may be converted to increases in skill levels as follows:

"...the character spends experience points to buy levels in a skill. To buy a level costs points equal to the numerical value: to buy Mechanic: 5 costs five experience points (assuming the character has Mechanic: 4 already). A character must already have achieved the level immediately below the one sought, although a character can advance more than one skill level at a time (to go from Mechanic:3 to Mechanic: 5 would require 4+5=9 skill points which could be expended at the same time."

(from the Twilight: 2000 v2.2 manual, Skill Improvement, p. 138
)

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This message was last edited by the GM at 19:02, Sat 13 May 2017.