How to Get Along on  Sinai

by Gen

(The following is a guide I made for SinaiMUCK for characters to read over after they'd gotten familiar with a lot of the basics of the system and the world.  It's probably mostly nonsence to the people unfamiliar with Sinai but a lot of my gaming  philosophies and styles can be found here -- although the setting is unfamiliar and confusing, a lot of the ideals in here can be translated into most any gaming system I think.)

 


1. Introduction

Hopefully by now you've read through the Player's  Guide and other guidelines. It's a bit of a lump to swallow, but it is important  that you have a basic understanding of Sinai and how it works. We don't expect  you to be able to point out where on a map Gallis is, for example, but it's  useful to know that Gallis exists and that it's populated by purebred and  mongrel dogs.

Sinai is unlike any other role-play environment you've ever experienced. The  players are extremely close-knit, and those who are too private to even reveal  things like their real names or where they live in real life might find that  closeness to be uncomfortable. We're a community made of people who love ROLE-playing, talking about our adventures in off times, discussing  future plans for the world and our  characters, and generally letting folks know  about ourselves. People with a tendency to be disrupting in public when they  don't get their way, prone to temper tantrums and/or other outbursts, or people  who feel the need to dump pity trips on everyone around them aren't tolerated on  our MUCK.

This said, it takes a very special person to fit into Sinai. At least half of  the character requests we take  are rejected, and about two thirds of the people  that have been accepted into Sinai have later decided that they didn't like  role-playing here and have left. (Take a look through the "thread listings" and  note how many characters on there aren't active anymore, for an example.) So how  do you know if Sinai is a place for you?

If you are a very private person and plan to just log in during role-play  times and log out when it's over, never interacting with anybody else or talking  much with the people on Sinai, you won't fit in. On the other swing of the  pendulum, if you're coming to Sinai just to hang out with your "friends" and  chit-chat, and if role-play isn't all that important to you, you won't fit in  either.

If you like playing character types like assassins, psychopaths, murderers,  or general "villain" PCs, then  you won't get along well on Sinai. Our plots  usually consist of the "bad guy" losing at the end of the plot. PCs of this type  will have guaranteed short lifespans.

Other things include a person with a habit for bad language (profanity is NOT tolerated on Sinai) or someone that feels the need to either involve  themselves in tinysex or make sexual remarks about  everything. If you have a  problem with this, don't apply.

There's also the matter of give and take. The GMs don't get paid to be your  GMs. The administrator is paying for the site from his own pocket. All we get  out of this is the satisfaction of our work. Because of this, we'd like for you  to give something back from time to time -- maybe by running a small "light  group  chit-chat" log in the Bazaar, or simply by discussing ideas or plots with  others. As mentioned earlier, Sinai is a community of friends and family. When  someone walks into that community and takes without giving anything back, then  it makes others in the community generally grumbly.

And finally, should you eventually decide to leave Sinai, remember that -- as  stated in our AUP -- every  log of your character and any images in the art  gallery will remain there. We won't rip your character from Sinai's tapestry  just because you might not want to be associated with Sinai anymore. For more  information on this, please read rule seven of our AUP.


2. An Overview of How Role-Play Works on  Sinai

First, it's good to have a basic idea of how a MU* (or more specifically a  MUCK) works, in regards to commands and rooms and characters. This document  assumes that you already know about having a character and how to move about and  such. If you are unfamiliar with MUCKs, then it might be a good idea to figure  out the basics of one before applying for a character.

It starts out in rooms called "holodecks". These are specially made rooms  where a GM can change the description, and where people know not to barge in and  interrupt while a plot is going on. You've probably noticed that we have a  website to store role-playing logs on. These logs are recorded on objects we  call "cambots", which record everything someone says, poses, or spoofs in a room  ... except lines with "OOC" in them. That way, you can OOCly ask a question and  it won't be recorded. We call these recordings our "logs".

("OOC" stands for "Out of Character". "OOCly" is a made-up adverb that  means "to do something out of  character", in a bit of role-play jargon. In other  words, you the player are asking a question of the GM, rather than your character asking a question within the context of the adventure.  Conversely, "IC" stands for "In Character". Also, since role-play sessions are  routinely logged, the term "log" is often used (as below) synonymously with  "role-play session".)

Logs in progress can also be viewed in another special room we created,  called "FST3K" (You probably get the joke.) where everything that is recorded by  the cambots gets spoofed into the room. Other players can make comments or  jokes, or just chit-chat while keeping an eye on the logs, without disturbing  the people in the holodeck. Players in holodecks cannot see what's going on in  FST3K.

Logs are scheduled, because GMs have very limited free time. (We have lives,  jobs, families, and social obligations too, after all!) We'd rather not spend it  waiting three hours for someone to "maybe" show up to role-play. The GMs post  their schedules on the main bulletin board. When your scheduled time (which you  work out with your GM) comes up, you follow the GM into the holodeck and  commence role-play. Logs take between three and five hours on average. Sometimes  they can be shorter; sometimes they can be longer. If you have a bad habit of  constantly missing out on scheduled roleplay times, you might find that your GM  loses interest in running things for you, and that you have to find someone else  to run your plots.

A guideline we tend to follow in regards to scheduling role-play is the  "Three Strikes, You're Out" policy. As far as scheduling plots, if you miss a  scheduled plot three times in a row after setting a time with a GM, then the GM  reserves the right to hand your plot to another GM or drop it altogether.

Also, Sinai will not stop for you. Should your PC suddenly vanish for several  months, and he or she happened to be in a plot-crucial position, we may be  forced to write up a reason why he or she suddenly vanished. We will not stick a  land or an area (or an NPC) in "suspended animation" while we wait for you to  come back. Should the absence be something you have planned, then we can help  you come up with a reason why your character might ICly step out of the  spotlight until your return -- but if you leave  suddenly, just because you don't  feel like role-playing anymore for a while, then we won't put things on hold  until you to get an interest again.


3. Helpful Tools and Globals

There are several different special commands that are "globally" available on  the MUCK (hence the term  "globals"). While on SinaiMUCK, you can type "globals"  for an exhaustive list of these various tools and toys, and the programmers add  a new one from time to time. Here are a few useful ones that you may want to  take note of:

Stats

Players can type this and look at their "stats" (short for  "statistics" -- that is, a list of your PC's skills, abilities, other  benefits, and disadvantages). GMs can view the stats of all the players.  You remember those skills you pick out for your PC? That's where we store  a list of them. Also, if you forget your stats or need to check up on them  in the middle of a log, you'll find the Stats command to be very  useful.

 

Notes

This is where useful information about your character is stored. This  may include notes as to when you spent points on particular improvements  in skills, reminders of names of important NPCs (friends, family) tied to  your plot, reminders of special inventory items you've acquired during an  adventure, or other miscellaneous information that's handy to have on a  quick reference. Players can view their own notes. GMs can view  everybody's notes.

 

Rumors

Gossip travels in a city, and talk flies around. Typing in the "Rumor"  global keeps you abreast of all the local news and current talk of the  town -- from the perspective of the City of Rephidim, that is. Sometimes  rumors are about plots, sometimes they're red herrings, sometimes they're  about something a PC did, and sometimes they're just something silly the  GMs decided to stick up in a rumor for "local color".

 

Spoof

This is also abbreviated with the period (.) as a shortcut command.  All spoofs on Sinai are "free". The GMs use the Spoof command as a  narrative tool to have ambiance and such appear around you, while players  use spoofs in place of fancy poses. If you type "Spoof A monster  appears out of thin air!" then everyone on the screen will see:

A monster appears out of thin air!

Let's say you're  playing a red-furred Skeek merchant named Murray. Instead of every line  reading, "Murray does this," or "Murray says," you can use  Spoof so that one line reads, "The Skeek merchant says," or "The  mouse does this," or even lines like "'So  what?' Murray  retorts." Spoof is probably the most heavily used global on  Sinai.

 

Asylum

The central area on SinaiMUCK is the "Asylum". If you somehow get lost  wandering around, typing 'Asylum' will get you back to a more central  location. Most of the other important locations have "shortcuts" like  this, since this  is more of a role-play oriented place rather than an  "exploration" type of MUCK.

 

Holodeck

This is also abbreviated as 'Holo' or 'H'. Typing this command by  itself will show a listing of the Holodecks, who's in there, and whether  there's a cambot in there presently logging. (That will give you as good  an indication as any which  Holodecks are free and which aren't.) To  teleport directly to a Holodeck, type 'Holo', followed by a space, and  then the number of the Holodeck you wish to go to. For example, if the GM  says, "Meet me in Holo 1," and you can't remember how to get there, just  type 'Holo 1'.

And if all else fails, try the "Globals" global. Many of these commands come  with instructions, if you type the command followed by "#help" (example: 'Vista  #help') or if you "look" at the action (example: 'Look Vista').


4. General Character Creation  Tips

 

  • Don't write up your character's entire history from birth to death. It's okay for your characters to have goals in life, but if there are places  where you (the player) expect your characters to be, further down the  road, then you'll undoubtedly disappoint yourself. What's more, it means that  you're running your character more along the lines of a script. If you already plan on where your character will be in the future, then you should write  stories about that character, and not bother with role-play.
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  • Be honest. Firstly, because the GMs hate being lied to, and secondly  it will mean you'll have more fun. Telling your GM that you don't mind if your  PC gets hurt or in trouble, and then getting upset when it eventually happens  won't make the GMs think very highly of working with you. Telling us what you  think we want to hear to improve your chances won't work in the long run. We'd  rather hear the truth and work with you, as opposed to you lying to us and then  spoiling  roleplay for both you and the GM when the truth does come out. We  appreciate honesty far more than eagerness to rush out and kick monster hiney.
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  • Don't give yourself a background you can't live up to. If you decide  to play a master thief but don't have the creativity to escape from a trap or a  close encounter, then people are going to wonder how you've evaded the law for  so long. If you've written your background up to be a great and noble warrior  but lose your temper at the first session and turn into an arrogant bully, folks  are going to wonder how you managed to attain your status.
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  • Don't try to slip in "freebies". Don't give yourself big important  friends in your background unless you've spent points on contacts. If your PC is  best friends with the Captain-Astromancer, then it should be paid for in points,  otherwise you'll be asked to make some edits.
  • This pertains to skills, too. Just because your IC parents were machinists or  scientists and your character was "raised around science all his life" (and/or  you as the player have a personal knowledge of such things) doesn't mean that  you'll be able to play a technological-minded character who can fix anything ...  unless you pay the points for that skill. Or if you decide to play a Jupani, it  doesn't mean you'll get an enhanced sense of smell unless you pay the points.

    Also, don't try to be sneaky and give yourselves goodies in your background  or stats. Eventually  things like this will catch up with you and will probably  frustrate the GM or other PCs for hiding things from them. Sinai isn't a video  game with "cheat codes", and your goal shouldn't be simply to "win".


5. General Points on the Workings of the  IC World of Sinai

The universe of Sinai is a place where actions have consequences and things  don't always go like you'd planned. It's a world where PCs can die, be sold into  slavery, get betrayed, or locked up in jail if they make the wrong decisions (or  sometimes even if they make the RIGHT one).

There is slavery, and by the general public in many societies on Sinai, it's  not looked upon as a bad thing. Ranting in public about the evils of slavery  will probably get you some eye rolling or some chuckles from passersby. On the  flip side, a lot of slaves, if offered a chance at freedom wouldn't take it.  Most of them have masters that treat them fairly well and have more-or-less  decent lives to live. The GM staff isn't saying that slavery is a good thing, but we're also trying to be realistic. If slaves were beaten and abused  by cruel nasty masters with whips as a general rule, then one wonders why all  the slaves on Sinai haven't decided to quietly knife their masters in their  sleep and liberate themselves.

In a nutshell, there's good and evil on Sinai ... but the "good" quite often  has faults, and the evil can sometime justify itself fairly well. We don't  always run things as "white hat, black hat". So taking on a crusade against the  evils of the world isn't always as easy as it sounds.

Some of the countries are populated by folks who will lie to you and backstab  you, while others might merrily let you into their homes to share tea. There is  variety among the people, but it means that there are places you don't want to  go without a means of defending yourself, and people you shouldn't trust ...  even if they tell you that you can trust them.

Stereotypes you may be used to in other role-playing games might not apply on  Sinai. The City Guard is  competent and can do its job, as opposed to being  "Keystone Cop" types that trip over their own feet. The government in control of  Rephidim is corrupt, but they still manage things fairly well, and it's a good  idea to steer clear of them. Not every "authority" figure on Sinai is corrupt  and evil.

There is religion on Sinai, but again not every religion is an "evil" one ...  or it might be a good religion with bad people tied to it. Just as religion has  an impact on our society, so it does for Sinai. There are quite a few gods,  goddesses, and other entities that people worship all over the planet. You're  bound to find someone who worships the Star, Sunala, or Dagh in the course of  your role-play. Many PCs have religious leanings as well.

Some of the religions parallel Christianity, and a lot of the players on  SinaiMUCK are OOC Christians themselves. We don't intend to use Sinai as a  springboard for converting people. At the same time, since it's a religion we're  familiar with and like, we draw inspiration from it. You don't have to be a  Christian to have fun on SinaiMUCK, but if you're openly hostile towards  Christianity, you might reconsider your application.

And finally, the administration staff and GMs will always try to be fair.  Unless you have a reputation of taking advantage of things, we will also try to  give you the benefit of the doubt and will gladly listen to anything you have to  say. But ultimately, the admin and GMs have the final authority over any and all  disputes; when we make a final decision then it is a final decision.


6. Character Ideas and General Traits  You Should Avoid

 

  • Murderers, cutthroats, and general ne'er-do-wells: As mentioned  earlier, criminals aren't a good idea. There are a few roguish types that fit  into Sinai fairly well, but few of them spend every single plot stealing from  folks. Don't play characters that like to do criminal acts for fun. The GMs  generally don't like it.
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  • Recluses: Bookwormish recluses that never want to leave their rooms  aren't a good idea either, nor are snobby characters who blow off every person  they meet. A certain amount of interaction is required to role-play. If you  don't ever want to go out and don't want to deal with anything the GM  introduces, then the GM is going to run out of things for you.
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  • Leches: We also suggest avoiding lecherous characters unless they can  be roleplayed in a manner that avoids gross descriptions of what the character  does. Characters may and can eventually have relations or spouses on SinaiMUCK,  but what they do in their bedrooms is something we prefer to leave unexplored,  undiscussed, out of sight, and off-camera.
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  • Children: Don't play children or "child-like" characters. This may  sound harsh or arbitrary, but actual experience has shown us that such  "innocent" characters often do horrible things and expect to get away with their  crimes by blinking their eyes and playing dumb. That won't happen on Sinai. If  you play a child who beats a person up without provocation or steals something  or generally does something bad, the consequences will be the same as for an  adult PC. There are no advantages gained in playing children, females, or  characters with great and noble deeds plugged into their backgrounds for status  without paying the points for it. There is no such thing as "special treatment"  on Sinai.
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  • Alter Egos: Don't play "yourself" or personal "pet" characters. All  characters should have some  aspect of their players in them ... but avoid  personal characters whenever possible. This is mostly because all too often the  characters don't fit into Sinai, and the players take every bump and insult  their character may receive as a personal affront. We like for folks to  create new characters for Sinai and not just recycle the same concepts.
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  • "Harmless" Disadvantages: In the character creation process, don't  pick disadvantages that you can't play. Don't deliberately pick disadvantages,  thinking that you won't see them come into play. They will come into play  eventually, and will live up to their name as a disadvantage. If you have  any questions about this, then ask the GM what you might be likely to encounter  with this particular disadvantage to see if you're up to it.

7. Silly vs. Serious

Despite all the dark talk about Sinai, we do have goofy plots and some  light-hearted adventures. You don't have to play a completely serious character  on Sinai, but if you choose to go the silly route, you'll be expected to stay  that way ... until you decide to change moods or opt to have your character  "mature". Please notify the GM if you want to be silly or serious, otherwise you  might find yourself in a plot you don't like.

We expect silly characters to remain "light". If you decide to play a cute  and goofy character and then suddenly decide to beat someone up or knife someone  in the back, it shocks a GM and completely derails the run of the plot.

We tend to view silly characters as almost being in an "alternate world"'  where evil vermite-controlling bats with lisps try to take over the world, and  things explode for no darned good reason. Silly plots are very rarely ever  world-shaking, but they're still enjoyable. It's just that as a silly PC, you  might not be able to do much in regards to the more meatier and serious plots.  You're bound to role-play with the characters in them during lighter moments,  but silly characters probably won't be marching into battle against Babelite  Plaguebringers or helping to hunt down necromantic murderous spirits.

8. Karma

This is a general term used to describe the attitude the world has towards  your character as determined by that character's actions. Everyone starts out  with fairly neutral karma, but as your life progresses, you might make a heroic  name for yourself, or become someone so hated that you can't show your face in  public anymore.

If you decide to kill a Rephidim Temple Guard and rifle through his pockets,  and then find yourself hunted by Zelaks, you don't get disadvantage points for  it. On the flip side, if you save a Temple Guard's life from a pack of robbers,  you might gain favor from the Temple and make a few useful friends. These  friends don't cost you any points -- but they also can be taken away if you take  too much advantage of them. (And, on the flip side, there's always the chance  that someone who hates the Temple might think that much less of you for your  do-gooding ways.)

Karma isn't recorded in your stats, and it isn't anything we tally up as  points or such. It's simply an abstract of the general sum of your actions as  viewed by the world.


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