Timestop

Gemcode: Opal

A timestop is the point where a limit or time barrier is declared. Announcements will be preceded by an Opal coded subject line. Moves should not be submitted with time stamps before the declared timestop of that chronicle. Chronicles that take place in past or future times have their own timestops. Moves that are in progress should conclude as soon as possible and come up at least to the declared timestop point (see exception: Dynamic Moves). (This is done to prevent unnecessary work on the part of storyline editors. With so many characters, character action could actually retroactively interfere with events that have "already happened" in another character's story or with broader events in the setting). If a character is engaged in dynamic action, it is alright to proceed with conclusion of that specific event, with director supervision. But players must make an effort to conclude their moves as soon as possible.

Players who are in different timelines or who are writing retro moves will have their own timestop announcements and are not expected to adhere to anything but their own timestops. Retro move characters will be working through a storyline editor and it is that editor's responsibility to make sure continuity is maintained. However, players should do their best to help out and ensure that no plot conundrums surface through their character's activities.

Time & Place

Time and Place are very important because they determine what, when and sometimes how a player can affect currents or events in her or his environment. It also determines the prospect of whether or not, or when, a character can meet or encounter another active character. When submitting moves or plots, keep aware of place and always remember to begin your move with current date, time and place. Time and date are often indicated in plot outlines, which are provided by the current director.

Dynamic Moves

An EXCEPTION to timestop adherence this is when a character is involved in a dynamic move. Dynamic means action, motion, dealing with a specific event that requires a response to proceed. When a character is interacting, or engaged in action of some sort, then he or she is in a dynamic setting. Action is defined, not only by combat, but by talking to another character, doing an action that will require a maneuver roll, being presented with a situation that requires a response, taking action of some sort. What is NOT dynamic are mood turns, just waking up at sunset, mental pondering, and turns that end in vague rather than specific potentials.

Examples of dynamic moves:

Combat

Gemcode: Topaz

Combat is very system focused. Why? Because few punches are pulled. Life, even a pretend life, can be dangerous and victories are only meaningful when weighed against actual risk. To water down danger cheapens the adventure. Since there must be some equitable way to deal with risk, the game systems used provide these mechanisms. The rules should be understood by the player before attempting combat or risky maneuvers. The director decides the outcome; the storyline editor rolls the dice to be used. What happens happens. Players in good standing are allowed this one caveat that people in real life do not get. Once each plot thread, they make elect to take one reroll. They must however take the results of the reroll, even if it is worse than the original roll. Consult the system used for a setting for specific mechanics: Storyteller system for World of Darkness, Rolemaster and Spacemaster for fantasy and science fiction settings. Combat can be very unforgiving when applied in this manner. Players must be very careful to pick and choose their battles wisely. Even when the odds are in one's favor, luck can change. Any combat is dangerous.

Combat and dangerous maneuvers are a type of dynamic move. They use the Topaz gemcode followed by player name, such as in Topaz/Fred Red. If it combat, the subjects reads, gemcode, attacker, target, as in Topaz/Roger Rose/Fred Red. In the previous hypothetical message, everyone getting the message understands that the contents deal with specific combat maneuvers for an attack by Roger against Fred. Each single roll is broken down and run through e-mail. Each opportunity can be fully exploited for when it comes to a conclusion, a player who has worked with a character for a long time has to know that she had full opportunity to exploit the character's skills to the utmost when that character is fighting for his life.

Because combat will take a long time to conduct via e-mail, players and directors must be diligent about answering such e-mail. It could take dozens of e-mail messages to conclude one rather short combat sequence. Storyline editors have full authority to step in and run combat themselves if either party lags. Failing to respond to dynamic moves, especially combat, is considered poor game etiquette and can result in censure or removal from the game.

Once combat has concluded, it is up to the player to fictionalize what just happened, transforming all the rolls and maneuvers into meaningful and entertaining fiction. However, players, though they can be concise are warned to not take too much literary license but to find a way to weave a good tale around very dry game mechanics.

Note also that should the character die, the player is not removed from the game. It is the player who was accepted, not the character. Featured players are welcome to create a new character for their chronicle. Supporting cast will receive another supporting cast member to run.

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