The purpose of these rules is to retain the flavor of ongoing dialogue in the PBeM while lessening the burden of the Refs, who are now forced to handle tens of thousands of lines of text for every turn. They are not final, and discussion on them is open on the pbemchat line; however, they should be assumed to be in place until an official Ref fiat overrules part or all of them. If you want to put in any objections to them, do so as soon as possible on the chat line.
These rules are in three parts: first, rules for the form and content of posted moves, second, a description of our first try at timeflow structuring, and third, rules and suggestions on etiquette in the game. They may be verbose and repeat themselves in places; this is to assure that everyone sees in cold print exactly what is expected of them.
Each character is limited to two PBeM TURN moves per day of real time. No single move can exceed 100 lines (counting included text, but excluding mail headers and .sigs). Included lines should be kept to a minimum, but must be sufficient to accurately place interwoven moves in their proper context.
There is no limit to the number of PBeM moves per day, but the size of each move should also be limited to under 100 lines (i.e. about four screenfuls of text on an ordinary monitor).
Naturally the limits do not apply to the Refs, although it is unlikely that many of the NPCs controlled by the Refs are ever going to need such exceptions.
Subject: PBeM: Khtaliyr Commander's Quarters - early morning
Please note the colon (":") after the key phrases "PBEM TURN" and "PBEM". Make sure it's there as it is used by the automatic collating software when constructing a consolidated turn.
Also note the " - " between the location and timestamp. This is also used by the automatic collating software. DO NOT OMIT EITHER OF THESE SPECIAL CHARACTER SEQUENCES.
These timestamps must be as precise as you can make them, to aid us. From now on, any turn that does NOT have this title format will be chucked in the bitbucket automatically. (We're putting together software to help us collate turns, and a standard format is a necessity for it.)
Messages for the chat line are not subject to any restrictions, but please begin the Subject line with the words "PBeM CHAT." Remember that pbemchat is for metadiscussions, and is not archived.
"I use double quotes here," the speaker said out loud.
_Underscores are conventional for computer speech, such as my own,_ adds PATER.
<< Double angled brackets here, >> came a voice over the commdot.
The screen lights up with the following message. ::Typed text (such as that appearing on a monitor or console) should be in double colons.::
*Asterisks are preferred in psionic contact,* the mental voice says.
{Curly braces are indication of a foreign language being spoken.} says a voice in Trokh.
Yeesh, he thought to himself non-psionically. At least I don't need punctuation to THINK!
If a group of players thinks that their dialogue is turning into something that really is important to the game, they can retroactively have the dialogue entered into the game summary as a Turn. BUT the responsibility for preparing the dialogue for inclusion will be theirs, not the Refs'.
A player group who want their dialogue to be included as a Turn must conclude the dialogue to the satisfaction of all parties involved (including any NPCs the Refs are running), collect the relevant posts themselves, edit them into the proper order, remove all included text from replies, remove signatures and headers, identify each character speaking by adding their name at the right points (most players do this automatically when they write, "Joe says '...'") should such data be missing, and submit the dialogue in completed form to the Refs (mail it to pbemref with the title "PBeM dialogue: approved?") for approval before posting it to the PBeM as a Turn... all before the turn in which the dialogue occurs officially ends. We cannot have dialogues sliding over into subsequent Turns! If you must, halt the dialogue in progress and start a new one at the next Turn's start.
Does this sound like a lot of painful work? well, golly jeepers, kids, it IS. We've decided to let people do their own self-policing and tracking of timescales for the long-drawn-out-soliloquy-contests. We know that the people who do this stuff the most are also willing and able to volunteer to put the posts in order; if we get them as such, then we don't mind how long they are because we can drop them into the summaries in one piece.
There are no limits on how long a dialogue can be or how long it takes to get included; we just ask that the people involved use a little common sense in terms of getting Turns out on time. If a dialogue takes a week to finish and results in an action being taken that causes contradictions of Turns that were posted while the dialogue was being assembled, the Refs are going to get really steamed in a big hurry. The one firm limit that we insist upon is that no dialogue be carried over into the next Turn.
It should be obvious that dialogue compression of this type is only needed for people who (a) talk a lot (b) mind if their discussions get forgotten about. Most people should be able to go merrily along and not worry about their casual chatter not getting archived. This is part of the self-policing process that we'd like more players to use; it isn't always necessary to have every idle conversation turn into a moment that can change the course of history....
One exception to this rule is allowed on a permanent basis: A character may at any time pause in their current timeline to answer a comm call. Such answers must be brief and to the point-- preferably only one response to a query, and no ongoing dialogue. MAKING comm calls is part of a timeline, even if the character is alone at the moment.
The differentiation between ordinary PBeM moves and PBeM TURN moves allows us to do one more thing that will improve playability for those who LOOOOVE this game while still leaving it manageable for the Refs: it allows the Refs to shut down the game frequently to collate shorter Turns and keep events up to date, WITHOUT stopping the play for the purposes of dialogue, which makes up over 90% of the content as it is. The game will, for a month or so, be run on what we call a "duty cycle" system; if it works out, we'll make it common practice.
Here's how it will work: The duty cycle of the PBeM will be two weeks on, two weeks off. During the two weeks on, the game will proceed from a plot and action standpoint, with dialogue and Turn moves coexisting. All dialogue Turns, if they are to be archived, MUST be handed in by the end of the Turn. The Turn will then end, and be collated and redistributed on the TML, as always, over the next two weeks, by the Refs. During that time, however, dialogue between characters MAY STILL CONTINUE. This is the time "between crises" that characters have to just sit and talk, work out differences, develop ways of dealing with problems, and so on. As with PBeM dialogue moves during the two weeks on, these moves will be read by the Refs and adjudicated if necessary, but they will not be archived. They will be subject to a few restrictions:
We think this system may allow for the best of both worlds, but we ask in return that players be responsible in their dialogue. It's tempting to natter all over the place, but remember that as a party we would like to keep the game moving forward. If you MUST wax eloquent about something not directly linked to the game's plot, please do so between Turns.
Mark and Metlay took over the PBeM just about at the time that the UWO (now Nooster) system automated it to the point where the bandwidth exploded to the breaking point. Our rulings are not always popular. We don't make friends with every step the game takes. But we're doing our best with a game that is literally ten times too big to handle, and we ask for your patience and indulgence. We don't want to alienate or upset anyone, and we certainly do not plan to deliberately screw anyone. We want to make this an exciting, fun adventure for everyone involved. However, we will not be able to please everyone all the time. Life isn't like that. So we would like to remind you of a few things:
We don't want to end this on a sour note, but it needs to be said....
Thanks for your attention. Try to keep these rules handy and make sure you understand them; it seems like a lot of trouble, but if we don't try to control things to some extent we're going to fly apart at the seams. Feedback is encouraged, especially now before the game begins.
- M&M
Copyright © 1997, 1998 |