Message 1/24 of "Klingon
Imperial Affairs OOC " (10)
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From: jubjup
Stardate: 75477.253661 <Sun Jan 13
22:16:17 2002>
Subject: Rules Basics
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This
Magazine, 10, Klingon Imperial Affairs, is likely to be the first one
read by
new players. I am going to place some
non-expiring posts here, which
will
eventually move to the top position on the mag and stay there, with basic
information
that I've tried to share with all the players, but which, not
being
recorded, or being wiped by an expire pass over the @magazines, need to
be
repeated to new players.
These
are rules, regulations, opinions, begging and pleading from your admin,
who is
subject to change. They are quite
likely to be changed by a successor
admin. The rules that are constant are the Rules of
Engagement and the IC
Rules
published by the wizards. Do not fly
until you understand the Rules of
Engagement. You can only get those on the web,
www.trekmush.org. The roe.txt
file
will be updated before the HTML version.
These rules basically tell you
when
and what you can interact with that is not owned by you or the Empire.
Do not
get into space combat, attack any person or place, until you know these
rules.
You
should also look at the "rules" command and its topics. Some are a bit
out of
date, ask if you are not sure from looking, but especially attend to IC
Rules. The IC rules are an early version of ROE
that remind you not to launch
a ship
without enough crew, spell out that you cannot make yourself a spy or
secret
agent without wizard approval (you might get by on approval from your
own
admin and the admin of the factions you are spying on), and remind you
that
certain actions, namely space combat or hand-to-hand combat, may result
in your
character actually dying (becoming non-playable permanently).
You are
responsible for reading these materials and understanding them. If
you
violate the rules, you want to have a much better reason than "nobody told
me". Violating the rules can also cause character
death, and in some cases,
the
banning of a player from obtaining further characters.
Every
game has rules, or it isn't a game. ATS
has only a few, but I do have
to
enforce them, and I do not want to have to detach players ever again for
deciding
they can make themselves into secret agents with super powers. So
please
learn your limits, and when to ask about them.
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Message 2/24 of "Klingon
Imperial Affairs OOC " (10)
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From: jubjup
Stardate: 75481.509244 <Tue Jan 15
11:34:33 2002>
Subject: Player Instructions
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These
are instructions to you, the player, not your character. We'll try to
cover
the general expectations in the Klingon Empire faction for
out-of-character
behavior.
ATS is
a roleplaying game. Many people used to
first-person shooters played
over
the network, where killing the other players off is the goal, have a
problem
with this idea, and they keep asking whether player killing is
allowed. The answer is that it is allowed, but
frowned on, meaning you had
better
have a good in-character motivation for it.
It is not the idea of the
game to
kill all the opponents. People brought
up on Dungeons and Dragons
seem to
have no problem with this idea, they are used to playing cooperative
campaigns
in a sustainable world. Just as in
D&D, characters on ATS are an
investment,
not to be tossed away or killed lightly.
Players
who do toss away their character, who make the character do things
just to
please the player, are called twinks.
This is not a label you ever
want to
get for yourself. If you find yourself
thinking about how to steal
ships,
turn traitor, or just make trouble, and there is nothing in your
character's
background to account for this sudden antisocial streak, look out.
You are
expected to help maintain what science fiction critics call the
willing
suspension of disbelief. That means
don't throw things into your play
that
will shatter the illusion of the Star Trek world of the future. Most of
this
amounts to not exercising poor judgement.
If you must discuss sex and
excretion
with other adolescents, for example, the subspace radio is not the
place
to do it. If you are on an IC radio,
sound like a Klingon, not a twerp.
You are
expected to know the difference between IC and OOC. Your Klingon
character,
in its IC play, can be a vicious killer, a racist who thinks
Klingons
are the only worthwhile lifeform, a sexist who thinks men are
overrated
or women are only necessary for procreation.
But OOC, you are part
of a
cooperative, shared hallucination. You
are expected to exhibit Honor not
only IC
but OOC. That means you will treat
other players with the respect and
civility
owed to people who are sharing your hobby here in virtual reality.
We
expect good sportsmanship, not win at all costs. We expect you to help the
opponents
as well as the Klingon players to become better at playing the game.
We
expect you to remember there are human beings behind all the characters
here. If you want to be enemies with someone, be
the best of enemies.
If you
have nothing nice to say OOC to someone, shut up. If you have a bone
to pick
with someone's idea or behavior, take it to the debate mag (78) and
remember
to argue with the idea or the behavior, and not the person(s)
involved. You can discuss proper battle tactics
without discussing someone's
mother.
Anyone
who spends their time on channels ripping into other players, swearing
at
them, or trying to ramp up OOC hostilities will find heavy objects landing
on
their heads. Repeat offenders will be
asked to leave.
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Message 3/24 of "Klingon
Imperial Affairs OOC " (10)
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From: jubjup
Stardate: 75481.664262 <Tue Jan 15
12:56:05 2002>
Subject: Playing a Klingon
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These
are a few notes on being a Klingon. You
probably already have an idea
of how
to be a Klingon, that's why you chose this faction. But try and
remember,
knowing the norms for a society says little about what an individual
will
do. You play your character, let other
people play their character.
The
most interesting Klingons, like any fictional character, are the ones with
exceptional
difficulties in their lives, not the ones with no problems. Worf,
the
favorite Star Trek character, is a fish out of water. His Klingon nature
is most
interesting because it is almost always outside of the Empire that we
find
him interacting. MartoQ, the General
who Worf makes Qang after Gowron,
starts
life in the lower classes, in a minor house, and has to work his way up
via the
military in society. So think twice
before you give yourself a
background
where you were always important, or joining the most powerful
family
you can find.
Try to
understand Honor as a concept. Klingon
Honor is perhaps closest to the
Japanese
feudal period's Bushido code. It is not
what a Westerner thinks of
as
Honor. The Klingons are more of a shame
culture than a guilt culture.
Other
players may challenge your Honor, but remember, you don't need to pay
attention
to anyone with less Honor than yourself in those cases. Acknowlege
those
who have attained great Honor, by accomplishment, and strive to become
such a
person.
It is
at best difficult, and at worst impossible, for a Klingon born to the
Empire
to actually decide to dishonor himself, or his family, or the Empire.
It is
like renouncing your citizenship, giving away all your worldly goods, or
stabbing
your best friend in the back. Such
things do happen, but not easily,
not for
no reason. There is honor in
victory. There is dishonor in defeat.
But
there is no honor in a pyrrhic victory, and no dishonor in a strategic
retreat. You do not need to be chivalrous, but there
is more honor in a
chivalrous
victory than in a mere victory.
Many
people will argue what a Klingon does or does not do, what the
"canon" is
for a
Klingon. Try not to be a canon
lawyer. There is no absolute answer to
most of
the canon questions, because Star Trek has passed through many hands,
and the
continuity and consistency of Klingons was not always maintained. Try
to go
along with the canon as we have selected it, always remembering nothing
here is
absolute, there are exceptional circumstances and exceptional people,
if you
can just play it right. Arguing canon
can be fun, insisting we all do
things
the same way is not.
Whatever
your motives and personal goals as a Klingon, remember you have no
secrets
from the admin and wizards. They are
the referees here, and to keep
things
fair and working, they need to know when you're about to push the
envelope
or test the bounds. When in doubt, ask
first. Discussing what kind of
roleplay
makes for a good Klingon is a primary use of tlhIngan-OOC. Indulge.
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Message 4/24 of "Klingon
Imperial Affairs OOC " (10)
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From: jubjup
Stardate: 75481.794532 <Tue Jan 15
14:04:36 2002>
Subject: Suggestions to Klingons
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These
are things I suggest you do to make the game more enjoyable for
non-Klingons
as well as for yourself and the Klingon players.
--
Communicate what happens. You will
often be the only one who knows what is
going on.
Post your story to the appropriate mag, be it patrol reports (85)
or newsnet (63). Let other players know when something significant to the
plot, or even mildly amusing, has
developed. Share the game. Use an
appropriate style. Edit! Get someone else to edit!
-- Be a
compulsive storyteller. Klingon
relaxation is known to include telling
exaggerated tales of Honor and Glory gained
via battle and adventure. Don't
just tell stories about yourself, tell
stories about other Klingons, about
allies, about exceptional enemies. Do not just talk to Klingons. Try and
spend half your time (yes, that is a lot)
visiting the UFP and other
friendly factions, and mix with their
players. A Klingon is most
interesting next to non-Klingons, not when
he's in a crowd of only Klingons.
This is a good contrast to our usual laconic
style (Klingons are of few
words).
A Klingon telling a story about a Starfleet Officer puts a glow
around that officer for days. It makes you powerful and your target
elated.
--
Treat your allies as honored comrades.
IC and OOC.
--
Treat your opponents as worthy opponents.
IC and OOC. Remember, a Klingon
finds no battle-joy in combat with unworthy
opponents. A Klingon is free to
decline combat with unworthy or dishonorable
opponents. On the Day of
Honor, we receive enemies with hospitality.
-- In
combat, hand-to-hand, prefer your blades.
Learn to use them well, and
when you can stand against energy weapons
and when not.
-- In
combat, in space, prefer to approach under cloak. Klingons do not like
others to know their numbers or
positions. The Klingons' most famous
roles
in combat are to suddenly appear as
reinforcements to their allies. Don't
be in a hurry to declare war, after all,
what has anyone else out there got
that you want? Wait to fight the good fight, when Honor and survival are at
stake.
If you like fighting skirmishes and enforcing space regulations, by
all means do, but don't beat up others if
they are less than interested.
The best combat comes as a result of good
roleplay, and good roleplay can
come as the result of combat. There should be no preference for one over
the other.
The best battle produces a song and/or a story, not the most
blood.
--
Klingons actually are emotional about battle.
Don't be afraid to let others
see when your blood is warming, when it is
hot.
--
Invite outsiders to observe Klingon ceremony and ritual. Especially your IC
comrades in arms. Try to always remember those that side with you in
battle, and those that stand against
you. Prepare the rites in advance, put
on a proper show. It may help you get deeper into character, too.
If
other players accept your invitations, and invite you to join them, you are
doing
something right. Think of this as a way
to measure your Honor.
Remember
that you not only want to have a personal reputation, you want your
family
to be known and respected (for something), and you want the Empire to
be
respected (in general, not just as a military power).
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