TLV - FAQ

May 04, 2008 17:20

FAQ
The Basics
→ Finding Posts
→ Posting
→ Apping: Why, Who, Abilities and PBs

Activity
→ Activity Check
→ Hiatus
→ Dropping

In-Game Issues
→ What are wardens/inmates/ports/floods/etc?
→ Journals/Communication
→ Warden Items
→ Jobs
→ Setting Destruction
→ Dying and Injuries
→ IC Punishments
→ Admiral Requests

Miscellaneous
→ Plotting
→ Godmodding/Metagaming
→ Etc.

THE BASICS
  1. I CAN'T FIND [INSERT POST HERE]!
    We keep a Directory for all key posts, so if you can't find them anywhere else, for whatever reason, they WILL be in the directory.

  2. Posting. How does it work?
    The main method of communication will most likely be through each character's communicators, which are connected to each other on the Barge's network. They can be TEXT, VOICE, or VIDEO, depending upon your character's technological awareness.

    Journal entries are 1st person. Video and Voice can be done like an action entry, describing the character's voice, other sounds, actions, etc.

    Logs are to be posted to the log community. They should include the following:

    Logs are typically 3rd-person, past-tense, but they do not have to be. So, in a log you may say: Joe walked to the store. He nodded at the cashier and said, "Hello."

    You can also choose to write an Action post (or a Lazy Log, Action Spam-- it has a bunch of different names)-- these can be posted to the logs community, in a journal, or branch off from a thread in a journal. Action scenes are present-tense, script style. Going from the above example, in an action post, you would say: [Walks to the store and nods at cashier] Hello.

    So, what's the point of doing action? Basically, you use your logs to get into the characters' heads. You can describe their thought processes, their feelings, physical sensations, anything. In an action post, you're just describing what they're doing and saying. As a result, Action tends to be quicker, but less in-depth than a log.

  3. I'm not interested in the premise, but I'd like to app to play with my friends/castmates/shipping partner.
    Please don't. This is a collaborative game with a linear plot and a setting that hinges on feeling like a small community focused on rehabilitation. While it's fine and dandy to want to play a relationship out or be excited to see castmates, we strongly discourage apping solely for these reasons. We are not a shipping game, and we do not welcome cliquish behavior. Remember that the Barge is a fairly small, contained setting, so events that occur between people outside of your social circle/cast/ship WILL affect your character, and if you constantly ignore them, you will likely get called out. Unless you're interested in really exploring this individual's growth and development within the Warden/Inmate relationship and the Barge setting, you may be better served by another game more suited to your interests.

  4. What if I want to play a non-human character like a Transformer/Sonic the Hedgehog/Pikachu?
    We do not allow characters that can't pass for human in their canon. If your character has a canon means for passing as a human (like holograms), then they may be accepted on a case by case basis.

  5. So, I wanted to app a country-- BUT THE COUNTRY IS PERSONIFIED AS AN ADORABLE LITTLE PERSON AND--
    No. You cannot app a country personified as a person. Countries don't exactly fit into the setting.

  6. Can I app a real person?
    In order to apply for a real person, they 1) need to come from a fictionalized source AND 2) need to be far enough removed from our contemporary society that playing them will not generate problems with other players. Most people are fine when it comes to the idea of redeeming a fictional villain (and if they weren't, they probably wouldn't be in this game), but are more uncomfortable when the premise is applied to a real mass murderer.

    So, for example, you can apply for Shakespeare's Richard III or Chaucer from A Knight's Tale, but you cannot apply for Richard III or Chaucer, the historical figures. The big reason for this is: we need a canon source to refer to for characterization purposes. Also, not having a fictional/canon source veers too close to Real Person RP, and we don't want to go that route.

    When it comes to controversial and contemporary figures (particularly those of the 20th and 21st century), we will be much more strict. You may not app Jeffrey Dahmer as seen in Dahmer, nor can you app Hitler from one of the billion films he shows up in. These guys are not far enough removed from contemporary society to work. What you can do is find a fictional character who has similar characteristics to those that you want to play out in this historical person.

    If you're thinking of a historical person and you're not quite sure if they work? Ask a mod!

  7. Can I app a vampire? Will they burn up on the deck/die in ports/be able to feed?
    Yes, but you have to bear in mind that they aren't special undead citizens and should treat them like any other character in the application process. If they're an inmate, they need to be limited the same as any other inmate: as in, they cannot be overpowered, unstoppable killing machines. Human characters need to be able to stand a chance at beating them.

    We know that some vampires are essentially uberpowered in their canons and that you want to stay true to the character, so think of weaknesses to offset them, if certain traits are too much a part of the personality.

    As for feeding, there are blood rations along with the food. Vampires can get their rations daily at the dining hall. Nobody knows the source of the blood, beyond the Admiral, but it tastes just like human blood, so please don't have your vampire running around insisting that it tastes different, unless your character is just lying of being a finicky jerk.

    As for ports and sunlight? It depends on the port and the vampire's own strengths and weaknesses as determined by their canon. Some can survive sunlight and others can't. Some ports have sunlight that burns, some have sunlight that doesn't affect vampires at all, and others just plain have no sun.

    Proposals for ports will usually include something about whether the reality in question will affect them and if the ship will be giving them some sort of protective measures. For some, there might not be and the writers of any vampires will have to remember to only have their character out after the sun has set!

    Also, please bear in mind that there is 'sunlight' on the deck during daytime hours. It isn't real, though, and your vampire won't be affected by it, although they may not like it on principle.

  8. Why do I have to weaken my character's abilities?
    Because it isn't fair for people who play humans to constantly be outclassed. Having an advantage over a non-powered person of the same general age and fitness level as you is perfectly fine; however, it isn't fine when a human of the same age/fitness level never ever stands a chance because your super magical vampire ninja can crush them in a heartbeat.

  9. My character is human, but they have cybernetic parts. How does that work when they're brought in?
    Cyborgs/characters with cybernetic enhancements are worked out on a case-by-case basis. Generally, if the character is more machine than man, they will have to lose a substantial number of their enhancements upon arrival and become more organic, or they can even revert to their pre-cybernetic state, depending on their canon. For inmates, enhancements should be diminished the same as any other ability. If we feel that your character's cybernetic parts are too overpowered or cannot fit in with the setting, then we will not allow them. Some cyborgs (such as a seven foot tall warrior robot that nobody can punch without breaking their fists) are inherently too overpowered and will not be permitted.

    Please note that these characters are the exception and not the rule. They are handled on a case by case basis.

  10. Can my character receive non-canon abilities upon arrival?
    Not at all.

  11. Multiple PBs, how does that work?
    If two folks play characters by the same actor, others may notice a resemblance or think they're brothers/each other/Barge Twins/etc. We do not prohibit characters with the same PB. However, if you play somebody without a canon PB (like a book character) and see a PB already taken by a canon character? Then it's recommended you find another for your character, unless this guy is just absolutely 100% how you envisioned them, and nobody else works.


ACTIVITY
  1. How do you check for activity?
    We click on your character's journal and their tag in the Logs community, and we first look to see if they've made at least two posts/logs themselves. If they have, great! If they haven't, we'll TRY to keep track of 15+ comment threads, but we won't go through every journal to find them.

    Bear in mind, we MAY miss your character's threads, so your character could end up on the Activity Check by accident-- but don't worry! If you respond to the post and link us to posts/threads counting towards their activity for the month, we take them off the list, with no harm done. If you've been on hiatus for 7+ days in a calendar month (so, not 7+ days in a 30 day period, but: 7+ days in the month of January/February/etc), you are exempt from that month's Activity Check; HOWEVER, you will NOT be exempt from the next month's. Please see the Rules for more details. We keep all hiatuses up on the hiatus post for the duration of the month, in order to keep track of who's exempt.

    Also, private posts (as in, a private entry of your characters talking to themselves) and posts to the Admiral will not count towards your activity. Posts that you put up and then ignore all or most of the tags to also do not count towards activity. So, for example, if you try to stick up a log in order to meet activity, and then fail to RESPOND to your own log, that log won't count.

    Real life happens, and we're aware of this. We will be more lenient with players who are typically reliable or active; however, if there have already been concerns raised about your activity, we will be more strict in judging activity.

  2. I need to go on hiatus. How do I do it?
    If it's a short hiatus, just post it to the OOC community. If it's going to be a full hiatus of 7+ consecutive days, post it to the Hiatus Post. Please note that if you go on a 7+ day hiatus and fail to post it to the hiatus post, you will not be exempt from Activity Check.

  3. I need to drop the game. How do I go about it?
    Just go to the Drop Post and fill out the form. It's also best to post your drop to the OOC community, so your fellow players know. You're welcome to come back any time, but you will have to re-apply for your character.

    If you've decided to drop from the game, PLEASE just use the Drop Post. Idling out is annoying and inconsiderate, both for your fellow players (especially whoever your warden/inmate is paired with), who may be relying on your character, and for others who'd want to app your character, but have to wait for the mods to drop you before they can. We understand that sometimes there are extenuating circumstances, but really, it takes two seconds to fill out the Drop Post, and you can always come back in the future. If you idle out without a word or an explanation, we may be less inclined to re-admit you into the game.


IN-GAME ISSUES
  1. What are Wardens/Inmates/Ports/Floods? What is there to do on the Barge?
    All of these questions are answered in the Setting Post, so please refer there! If, after reading it, your question still hasn't been answered, drop us a line here or contact a mod.

  2. What are journals/communicators and what are they capable of?
    All characters come into the game with a portable communication device. Those that are already in the game have one, as well. Unlike warden items, these devices ARE universal. Everybody has the same type of communicator with the same functions. Think of it as a smart phone. It can even come in different colors.

    If you'd still like to have the personal touch of a handwritten journal, your character can still have one for text posts; however, you still have a separate communicator to send and receive voice/video/text.

    Naturally, old timey characters will be unfamiliar with these devices upon arrival, but they can learn how to use them.

    So, as of now, every character is capable of sending and receiving voice and video posts.

  3. What language is everybody speaking?
    English, for the most part. Characters can speak whatever language they want (within reason. They have to have canon justification), just note it in the post/thread. There is no Barge-wide Babelfish to translate everything for you.

    If there is no way your potential character can communicate with anybody else, then we will allow for you to write in a basic understanding of English, which they receive upon arrival on the Barge. But for the most part, we'd rather not stress the issue of language too much.

    Another note on languages: outside of the provision we allow for characters who need to enter the game understanding English, your character cannot magically understand other languages that they did not or would not know in canon. They should not be able to speak every single language on Earth unless they're an alien or something.

  4. What are Warden Items and how do they work?
    Warden Items can be just about anything, so long as it's portable. They serve several purposes:

    1. They act as keys to the Warden-Only areas, as well as the Level 0 cells.
    2. They help you locate your inmate in ports.
    3. They tell you when your inmate is dead or dying.

    Each Warden Item is different, and their methods of communication are different, too. If your warden has a compass, it may simply point in the direction of your inmate. If you have a notebook, it might scrawl hints. Be as creative as you'd like with your items.

    Please note that as of now, your items will no longer tell you when your inmate is doing something bad. It was giving some characters too unfair an advantage over others, and what was considered 'bad' enough to warrant an item pinging was too subjective, so we have removed the feature entirely.

  5. Can my warden have a Barge job?
    For day-to-day, menial activities? NO. Supervisory or professional positions? Yes.

    For the most part, wardens' jobs are: being wardens. They do not need a second job. However, because inmates aren't exactly trustworthy enough to run everything, wardens are allowed the following positions:

    1. Supervisors. Each job comes with a supervisor position. There are no more than two supervisors per job. If all supervisor positions are taken, then sorry, your warden can't become a supervisor yet.

    2. Professional Jobs. The Infirmary, Engineering and Research Laboratory are the exceptions to the 'NO WARDENS ON THE JOB' rule. Doctors should operate the infirmary, with inmates only working as support staff. The Research Lab is primarily for science-minded wardens to continue their work while on the Barge, and it is heavily locked up to prevent inmates from being there unsupervised. Again, inmates can work in the lab as support staff-- in this case, lab assistants. And as for Engineering? Again, experienced, professional wardens should be working there, with inmates offering support.

    We do NOT allow warden support staff for these (or any) positions. This means that if your warden is not a doctor or nurse (or otherwise involved in the medical field), they have no business working in the infirmary. Same goes for Engineering and Research: if they aren't engineers or scientists, they need to stay out.

  6. Why can't my warden work a job?
    Jobs are for inmates. They're part of the whole 'reform' thing, and they give them something to do. Wardens should be focused on acting as a warden to their inmate, not playing on the serving line in the kitchen.

    Once again: jobs are for inmates. They were made for inmates. Every time a warden takes a job, it takes one away from an inmate who should be assigned.

  7. Can my character destroy the Library/Infirmary/Etc.? Can my character kill everybody in port?
    When it comes to setting destruction, committing acts in public places, being loud, etc. please remember that this is a fairly small, contained setting. Minor damages, like breaking furniture or putting your fist into a wall, don't require special permission. However, if your character is trying to set a common room on fire or steal from the infirmary or jump off the deck, you have to let other players know. It's unfair to presume that there's somehow nobody around to spot your character when there is only a limited amount of space available on the Barge. Something like stealing from the infirmary without discussing it with the players whose characters work in the infirmary godmods incompetence onto them. Setting the library on fire without letting other players, whose characters may actually be in there at the time, know is godmodding complacency on them. We understand that accidents happen, but unapproved setting destruction will be retconned out of the game, and doing it persistently will probably get you a warning.

    And if you want to successfully destroy a part of the setting (again, outside of minor damages), you need to get mod approval.

    As for killing NPCs: the NPCs are not here to act as cannon fodder for you; they're here to flesh out ports. So, while you ARE free to kill/attack an NPC or reference your character doing so, you should remember to keep it within reason and EXPECT IC consequences for it.

  8. What happens when my character dies?
    When a character dies on or off the Barge, they may be revived either automatically (Wardens only) within 8 to 24 hours of death, or through an appeal from their Warden (or another Warden, if theirs is not available/they are not assigned). Upon revival, the character suffers from a temporary Death Toll. Characters are revived where they died, and must be taken to the Infirmary to recover.

  9. What's the Death Toll?
    The Death Toll is temporary side-effect from coming back to life. Effects of the Death Toll include:

    1. Fatigue for at least 72 hours;
    2. General malaise for at least 72 hours;
    3. Ghost pains of the injuries received prior to death for at least a week, decreasing in severity as time passes. These should reflect the injuries you've received prior to death and the way you died! The rule of thumb is: severe injuries (such as severed arm/leg/head) will create more intense ghost pains for a shorter period of time (example, a severed leg will cause intense pain at first and probably a limp, but won't cripple you for a week), while minor injuries (such as a broken arm/leg/neck) will generate less intense ghost pains (for example, you'd be sore, but it wouldn't impair your ability to move) over a longer span of time. Poisoned/drained by vamp/bled to death? Then you'd probably feel light-headed and fatigued longer;
    4. Nausea/inability to hold down food for the first few days; and
    5. Headache, dizziness and impaired motor skills lasting from 24-72 hours (longer if desired).

    Note: The severity of the death toll and how long these effects last are also dependent on the character. If the character has enhanced stamina, strength, endurance (read: if you’re a human and you don’t have powers that give you enhanced stamina/strength/endurance or aren’t an Olympic athlete, it’s unlikely you fit into this category), then he/she will probably overcome the Death Toll faster than somebody who doesn’t have any enhanced physical capacities.

  10. What about death-by-vampire?
    If your character gets drained by a vampire, they suffer the standard Death Toll. If they're turned by a vampire, however, they suffer from a modified Death Toll, which is as follows:

    1. A vampire can turn a character, but this will last only a week. It is strictly temporary.
    2. For the first five days, the newly-vampiric character would act as if they had been turned for 'real'. If the other vampire's canon dictates they should be a blood-thirsty predator, right from the start, then they'll be like that.
    3. By day six, any character who has been turned will start to experience the on-set of humanity returning to them. It won't necessarily hurt, but they'll find their bodies not wanting to drink blood/whatever as much, able to experience things which their vampiric self might have been harmed by and any superhuman abilities will start to weaken.
    4. All vampire effects go away by the seventh or eighth day.

    The type of vampire your character will become is dictated by the type of vampire who turned them: If Lestat turns you, then you'll be an Anne Rice type of vampire. If Aleera turns you, you'd be a Van Helsing type of vampire. If Spike turns you, you'd become a Slayerverse type of vampire. So, make sure you're familiar with their source material if you embark on that! Make sure, also, that your character could psychologically/emotionally handle the memories of being whatever type of vampire they're temporarily getting transformed into!

    Note: if everyone and their dog are getting turned into vampires, this will be put a stop to.

  11. On that note: what about ghouling/influencing a human?
    We have had instances where ingesting a vampire's blood can make a human feel loyal to/protective of the vampire and, basically, like an addict. This will depend on the vampire's canon!

    If the vampire's film/show/book showed the blood has no effect, then it won't here, either. If their canon did show that it can, then it would here, too. If their canon is ambiguous, then it's up to that writer's discretion.

    In the case of the latter, please keep in mind that you'd be setting a precedent! Writers of other vampires from your canon would have to follow that. If any exist, then please consult with them, first!

  12. My inmate's out of control. How do I punish them?
    BE CREATIVE.

    That isn't very helpful, is it? Still, that's the rule of thumb for dealing with problem inmates: creativity. This does not mean that you can do anything you want with your inmate, but it does mean that you should think about what, based on your warden-character's knowledge, will really have an impact on the inmate. Every inmate is different. While some are terrified of being locked in the Level 0 cells (see Setting for more on Level 0), others consider it a joke. If your warden needs some help from the Admiral to enact their punishment, they can make a request to him, and he may or may not fulfill it, depending upon how reasonable it is.

    And a note on the cells: Level 0 exists as a player tool, not as the ultimate solution for bad inmates. It is to get a character out of the general populace if they've become a threat, while keeping them open to interactions with others, such as wardens who are guarding Level Zero, cellmates, and others who may be there. In the past we've had too many warden players get lazy and just lock their inmates in their rooms (sometimes without their journals), either for weeks on end or indefinitely, and that is completely unfair to the inmate's player. Level 0 gives them a chance to be locked up, while still having access to others through journal posts and spams/logs taking place in the cells.

  13. But my inmate is REALLY out of control, and I want to punish him. How long can I lock him up?
    You cannot lock an inmate up for more than seven consecutive days. Exceptions will be made for cases like hiatuses if the player consents, but that's about it. If you try to force it, the Admiral will automatically let the inmate out after seven days.

    It is not okay to constantly lock up/chain up/etc. your character's inmate. It is unfair to the inmate's player. It limits what they, as a player, are actually able to do in the game to such a degree that their character can become unplayable. While IC actions do have IC consequences, unnecessarily cockblocking a person all the time isn't fun.

    And honestly, locking them away all the time is just lazy wardening. That's why we stress creative punishments.

  14. Who can open the Level 0 cells?
    For unoccupied cells: anybody with a Warden's Item on hand. However, before you get too excited about this, remember that to even get into Level 0, you must be accompanied by a warden. No inmate can sneak or waltz right in.

    For occupied cells: only the inmate's own warden can open the cell-- and they still need their Warden Item to do it. If the inmate is unassigned, then the warden who locked them up in the first place typically has the authority to open their cell; however, technically any warden with a Warden Item on hand can do it.

    So, what about wardens who get locked in by tricky inmates/other wardens? They're handled the same as an unassigned inmate.

    Please remember that there is always at least one warden in Level 0. Making a breakout happen, having two inmates attack each other without any intervention, having an inmate sneak in, having an inmate steal a Warden Item and lock somebody in, etc. without taking this into account and letting others know is godmodding.

  15. What if I need to ask the Admiral for something?

    Admiral requests are usually done by Wardens, though Inmates can do them, too. When requesting something, you might not get what you want, so don’t assume anything. We’ve come up with this list to help.

    Automatic Approval - These are things that you do not need to wait for approval on.

    Inmate revival
    Non harmful items (examples include: reward objects for inmates, cigarettes, reasonable amount of alcohol)
    Posting restrictions
    Powers removal
    Journal Access

    Must wait for Admiral’s decision - These are requests that you cannot automatically assume and must get an Admiral’s response.

    Powers return
    Dangerous items/objects (this would be anything that could harm another person or the user.)
    Pets
    Reassignments (unless cleared with a mod beforehand)
    Anything that changes the barge in some way
    Anything an inmate requests

    When in doubt, ask a mod. We’ll help you figure out if you can assume something or not.



MISCELLANEOUS
  1. I have an idea for a plot. Do I have to take it to the mods?
    Mod approval's only needed for plots that would affect a large group (or the game's community as a whole) or would leave an impact on the Barge. Also, if your plot stretches the boundaries of what's been established as the Barge, it would be best to ask a mod, just to clarify if what you're planning WOULD work.

    We enjoy and encourage player-run plots, though, so don't hesitate to bring a plot idea to us! Unless it's a HUGE plot or raises a lot of questions from the mods, you should get approval pretty quickly.

    For any plot, big and small, you should post it to the OOC Community, so that all of your fellow players are up to speed on it. Even if you don't consider it, it may actually affect some more than you'd think, so it's good to keep everybody on the same page. We even have a handy "plot" tag for you to use!

    Also, please refer to the Events Calendar to make sure your plot doesn't overlap with another.

  2. What's godmodding?
    Godmodding involves giving your characters random advantages and/or crazy maneuvers to ensure they win/avoid dying/whatever. This can involve a lot of things, such as randomly defying physics to dodge an attack that they shouldn't be able to dodge, taking a hit that should hurt them but doesn't phase them in the least, moving or manipulating or doing harm to another player's character without their permission, and giving your character abilities/powers/immunities that are not posted in your original application. This last one is important, especially for Inmates, since we expect their abilities to be significantly hindered and have to approve whatever it is you put down that they can still do in the app process.

    Accidents happen, and sometimes people slip up and godmod without realizing it. That's fine, but if you make a habit of it, accident or not, you will be warned. Your character should not be an unstoppable ubermensch; such self-indulgence isn't fun for anybody.

  3. And what's metagaming/info-modding?
    Metagaming/info-modding is having your character aware of things they should not know. This includes tailoring their reactions to a character because you, the player, know the other character is lying, despite your own character not having this knowledge. This also includes having your sheltered hermit somehow know all kinds of pop culture references.

    There is some give or take in fourth wall issues. Some characters here will inevitably come from fictional places according to other people. That's fine. We have a Fourth Wall post so that you can check and see which characters are open to it and which aren't. Here's where it's not okay though: if your character has no reason to know it, they don't know it.

    The Library is not an excuse for metagaming. And it does not contain anything more than books. No comics, graphic novels, video games or DVDs are in the library.

  4. I don't like this plot. Or that plot. Or that other plot.
    You don't have to like or participate in every plot, but neither can you sit around and pretend that game-wide plots somehow don't affect your character. It is extremely rude and inconsiderate to other players, who work hard to craft inclusive plots, to pretend it doesn't affect your character just because you don't like it.

    If you feel like the plots aren't your play-style, or aren't inclusive enough, try offering some helpful feedback, rather than taking your toys and going home. Do NOT harass other players or harp on them because their plot isn't to your liking.

    Also, there are some plots that are mandatory, and you will receive a warning if you try to rain all over the plot, make a bunch of passive aggressive remarks or force your character out of it in a transparently OOC manner. Again: small setting, small community. We find that while it's not necessary to pull game-wide plots all the time, these kinds of plots are integral to the Barge's premise. If there's a game-wide plot that you absolutely do not want to play, don't throw a tantrum. Just hiatus your character for it.


The FAQ will be updated as questions arise. If you have a question that isn't addressed here, feel free to comment, and we'll get back to you ASAP!

Last updated: 5/21/10

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