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Games Rules - An Introduction to Role Play Games and PBEM's

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Play by mail mechanics can differ drastically, to the point where there are likely just as many rules as there are games. Some games will follow pen and paper rules, some use board game and others may use a custom set of rules or no rule mechanics at all. The Sirius RPG is a narrative driven role playing game and falls inbetween the last two categories.

 

You do not need dice or pen and paper to play, though you might find the latter helpful for jotting down idea's for your character or an interesting story. Narrative PBEM's generally do no use rules like other types of role play games, but instead follow three crucial world laws, which are as follows

 

 

1. Stick to the setting genre and theme.

 

 

2. You cannot affect any other characters or important elements without their players' permission (or the GM's, for non-players).

 

 

3. Wheaton's Law 

 

 

The Sirius RPG is story based and driven by the actions of the players, who write stories, commonly referred to as posts about their characters within the world set out and managed by the GM. Players typically manage only their own character, when two characters interact, players are encouraged to collaborate on a post via email or social networking to determine a resolution. Alternatively players may try to predict how other characters will respond, leaving clearly marked gaps in their posts so that other players can insert their characters response.

 

Just like the TV shows, the Sirius RPG adheres to a PG rating, keeping the sim family friendly. We ask that all players respect this when writing and avoid the use of more colourful adult language.

Players who game together often, will become familiar with the writing style and behaviour of their fellow players. Sometimes this results in players writing for each others characters without consultation. Allowing another player free control of your character requires a great deal of trust. As they can make a character say and do anything and not necessarily in the way you feel your character would respond. Under these circumstances, be mindful of the 2nd and 3rd laws.

 

In a conventional role playing game, the exploits of players are often carried out in quests or adventures. Being as the Sirius RPG is set inside the Star Trek universe as established in the original television show and it's subsequent spin-offs. These adventures are referred to as missions, usually with a Starfleet crew encountering all manner of dilemma's, be it angry blood curdling aliens or deadly planet killing machines. Whatever it be, the players work together towards a hopefully positive ending while along the way developing the characters they have created.

How is the game actually played?

Players write stories (posts), describing what their characters are doing. Fun is had by crafting a well written adventure and not from how many Gorn you have shot with your disruptor. Focus is often on character development, fleshing out character and exploring the Star Trek universe through their eyes. An example might be:

 

Donald watched the Borg advance, assimilated his comrades as they marched down the corridor towards him. Just like the battle of Wolf359, there didn't seem any way to stop them. Gripping his compression rifle, he stared around at his fellow crew mates, recognising the same fear in their eyes as he felt  himself.

 

“If it's a fight they want, lets show them what Starfleets made of!” Shouted Donald, aiming at the lead Borg.

 

When a player writes a story, they email that story to a mailing list. This is what is commonly referred to as making a post. When making a post, the player includes the title of the Episode or mission and the post number in the subject heading of the email, for example

 

"Subject: Dark Tidings #2”

 

Where “Dark Tidings” is the name given by the GM for the mission, the number  "2", indicates that this is the second post to be sent thus far. Players are asked to number their posts to help keep track chronologically of the stories progression. This allows players to follow events as they unfold in the right order.

 

How Players Describe Their Action & Avoid messing With The Story?

 

Often the trickiest element to this style of game, it involves either predicting how someone will react or communicating personally with them and determining what will happen. The GM controls the world and the NPCs (although players can help) and will guide players & events (through descriptive posts).

 

How is an action resolved?

By agreement. Players in this style of game must be flexible and willing to make an interesting story and not want to "win" all the time; indeed winning becomes exceedingly boring in these games. The trials, failures and struggles that lead to character development are what is important. When characters "fight" then they both need to be willing to give/lose something in such an activity or they are not going to have fun – and more importantly no-one is going to want to play with you if you always kill your enemies. Death is not a common character occurrence at all. Think soap opera.

Players must understand and be aware that games such as the Sirius RPG are a cooperative effort rather than a personal ego trip. Starfleet is about the working together as a crew. Such players with the wrong idea need to shape up or ship out.

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Characters

 

One of the most important tasks for any prospective player, is deciding the sort of person they will play within the world created by the GM? In the Star Trek universe there is no shortage of alien races to pick from. When you have chosen a race, you must then decide the other facets of your character.

 

Are they good natured or mean?

Are they old or young?

Do they command their own ship or work as a lowely janitor?

 

When creating a character, it is useful to think about the world they are going to live in. If the game focuses around the exploits of a Starship, you may wish to create a character geared towards working in space. Such as a science officer, engineer or even a bartender, because even starship crews need to drink!. Sometimes a Games Master may ask new players to fill specific positions, if they feel the game will benefit from a human playing it. For example, the ship may be lacking a pilot or chief engineer. In such cases, the GM will use a NPC or (none playing character) to fill in the position until a real player comes along.

High profile positions are almost always played by human players, as these post see the most action. Playing a character who stands in the transported room all day can get tedious after a while, which is why players are encouraged to think carefully before writing the background to their characters. Perhaps the transport operator also helps out in engineering or has aspirations to be Chief engineer some day. Even the most low key position aboard a starship can be fun and sometimes offers the player the unique opportunity to explore their characters background more thoroughly then if they had chosen a high profile position. As the latter often has the character in the thick of the action, pushing the main plot forward with the other character. Most players who opt for front line postions such as Chief engineer or head of security will develop their characters during interlude periods.

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Superhero Syndrome

 

The bane of every GM, there will always be one player who wants to be different and decides that they want to be Q or a Soong-type Android, maybe even Borg. All three of these characters have the capacity to break a game. The suspence can quickly eveporate, if a player has the ability to click their fingers and instantly remove his fellow player from harms way. Playing an Android like Data can also prove exceedingly difficult, as the character is not governed by the same rules as other mortal characters. Which is why in most cases GM's can opt to ban them from being used. In the television show, Data's strength and encylopedia knowledge were counter balanced by such things as his quest to be human, his inability to understand humour. While the character was superior in many ways, the writers on the show made certain to highlight his failings just as much. In any role playing game, the GM is god, they are the director, screen writer and producer all rolled in to one. With the power to create anything from a desert planet to an alien invasion force. Any one of the characters mentioned above share some of those powers, which in the wrong hands can be detrimental, which is why they are to be avoided when choosing a character.

If you still wish to play an artificial life form or perhaps a rescued Borg, consider how you will play that character, what will be their focus? Perhaps as a former Borg, they pursue a life of attonment for their terrible deeds. As an android will humanity be the elusive goal they seek? Your GM will be happy to discuss your character with you and how best to fit it in with the story.

Interludes

 

Between every episode PBEM games such as the Sirius RPG will have break periods, where the crew have down time. Often this see's players taking their characters off on their own adventures, often referred to as 'subplots'. This could be visiting the holodeck or spending time in 10 Forward with fellow players. Interludes offer a unique opportunity for the player to develop their characters and often a GM will allow the player free reign over the direction of the story. So long as it keeps within the 3 laws.

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Posting Requirments

 

Like all games, the sim is reliant on players taking turns to write about their character and how they interact with the world around them. We call these posts and as a general rule, we ask all our players to write a minimum of one post a week.

 

Missing a Post

 

As we all know, life is unpredictable and some times you might not be able to write for a week or perhaps longer. Maybe your going away or Klingons have claimed your computer for the glory of the empire, I hate it when they do that. Under those circumstances we ask players to inform us of any leave, where possible.

 

Away Without Leave & None Posters 

 

 

Any player who does not post for more then a month, will be sent a written warning and will have two weeks after the date of the email to reply. If after the elapsed time a reply is not been received,  the players account will be suspended. If the player fails to contact the GM within a month of the first warning, their account with be removed permanently.

Any player who repeatedly misses the minimum posting requirement will be issued a warning by the command staff. Unless they have been granted special dispensation by the GM.

Players who feel they are unable to meet the minimum posting requirements can request Special Dispensation. Which means they shall be expect to post fortnightly, instead of weekly. However players must give good reasons for making the request before it can be granted. After six months a player will have their situation reviewed.

 

Player Departures

 

If for what ever reason a player wishes to leave the RPG, they are asked to inform a member of the command staff or Games Master prior to departure. This prevents the player from being flagging as AWOL. Once the Games Master is aware of your desire to leave, your email address will removed from the Google Mailing list. If you signed up the the groups private Facebook group, your account will be removed. Unless specified, the character of the departing player will automatically become an NPC or None Player character. Players hold the right to ask that their former characters be removed from the game at the time of their departure.

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