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Starting a new character on any
MUSH can be a daunting experience, especially when there's a good
deal of theme to familiarize yourself with, and new people to meet
and talk to. However, this page aims to make that experience a
little less intimidating by providing a Getting Started 101
in the core areas of character creation.
Remember, when you see text
that is in this colour then you can
click on that hyperlink to be taken to additional pages beyond this
guide that will provide you with even more detail! Some link to
pages beyond the JTS sphere, but many connect directly to our
detailed Wikipedia at
http://oswiki.jointhesaga.com
+new Hello. I'm new here. Could
someone tell me what's so great about OtherSpace?
OtherSpace
players are required to demonstrate familiarity with theme and
grasp of character by writing full-blown backgrounds for their
characters in order to be considered for approval.
To create a character, you must
first log in to OtherSpace at jointhesaga.com 1790. It is
recommended that you use
client software, such as SimpleMU or MUSHClient rather than raw
Telnet to make this text-based connection.
On the connection screen type
create (name) (password). Be sure
to capitalize your character's name and do not use a name from an
existing work of fantasy or science fiction. Our application readers
do check for this sort of thing, so no Aragorns, Skywalkers or Snake
Plisskens, please. If you find you must change your name before
character generation is complete, type +name (newname)
(password).
You'll connect in a room called
the Dream Nexus, our out-of-character hangout zone. Automatically,
you'll be added to the Public and Newbie OOC discussion channels.
Here, you can ask for assistance and get to know other players. Type
+pub (message) to talk on the Public channel. Type +new (message) to
talk on the Newbie channel. Optionally, you can type @chan/on
Recruiting to add yourself to that channel, and allow players to try
to get you to join their crews. Type +rec (message) to talk on the
Recruiting channel.
When you're ready to begin setting
up your character, look in the Dream Nexus
for an exit marked Get Your Character.
Type OCC to proceed.
Through that exit, you'll find the
entrance to the OtherSpace Chargen Center. You must answer the 20
questions listed on the questions object in this room. These
questions give us an indication of your past RP experience, maturity
level, at least passing familiarity with our game, and your
knowledge of RP etiquette and sportsmanship. Once you answer the
questions, you may proceed through either the Humans or the Aliens
exit.
After that, it's pretty much a
cattle chute: You walk through a series of rooms, picking your
race, and end up in a waiting room where you will be instructed
on writing a bio and finding a ship to be a crew member or passenger
of. Check out the
Writing a biography article as well as the
Bad Bios.
Characters begin with a +sheet
containing the most basic racial skills, you will need to raise your
skills after your bio is approved. Consult the
FUDGE guide for an explanation on how to translate your
biography into numbers and coded
skills.
OtherSpace
players currently have 15 different races, both humanoid and exotic,
available to play in our character creation system. Information
about these races can be found via the
RACES link that can be
found on the navigation bar to the left. Follow the instructions to
discover more about the races that inhabit the universe of
OtherSpace!
When OtherSpace started in 1998,
the known universe was divided into three distinct regions: The
Earth-centered Stellar Consortium, the Nall-dominated Parallax and
the sometimes chaotically independent Fringe.
Much has happened since then, when
the in-game year was 2650.
It's now 3006. The main regions
and factions of this period of OtherSpace's history are the Solar
Republic, which consists of Mars, Luna and the plasma-bomb
devastated Earth; the Parallax, which consists of Nalhom, Lebal,
Vollista, Grimlahd and the forbidden world of Nocturn - as well as
control of access to the multiverse nexus; the Sivadian Empire,
which consists of Sivad, the colony worlds of Waldheim and Nialesia,
and the resort world of Deserata; and the independent worlds, which
include Quaquan, Ungstir, La Terre, Tomin Kora, Antimone, Centauri,
Demaria, Odari, G'ahnlo, Ydahr, Phyrria, Val Shohob and Castor.
More information about these
regions and worlds can be discovered by using the
WORLDS link located to the right
within the navigation bar.
Biographies
are written histories that players can submit for their
characters. Well-written biographies may entitle characters to
extra skill points or a higher level of skill in certain areas.
Since the reintroduction of
mandatory bios on OtherSpace it has been necessary to write a
biography to get your character into roleplay. Approved bios give
both entry to the grid and experience points which may be used to
increase skills.
In rare cases, staffers may also
set skills at an above-average level without the need to +practice.
Writing a biography is also the only way to gain some of the more
unusual gifts, quirks and faults.
For a detailed look at how to go
through the biography process - and how to write a biography that
has a very good chance of getting approved right off the mark
- please visit the dedicated the detailed page on the OSwiki by
following this link:
Writing A Biography
Writing
a Description
"Cronkheit the Barbarian, the
mightiest warrior of the fabled land of Testosteroneia though still
a mere 27 years of age, stands proudly before you. Surely the
strongest man in the world, he moves with the speed of a
rattlesnake, the grace of a gazelle, the courage of a lion. His long
black hair is held back with a headband, his bare chest remarkably
muscular, his feet clad in leather boots which have seen better
days. Sensing your gaze, he turns to glance at you with cold blue
eyes which seem to pierce to the very marrow of your being, and you
feel your knees go weak as you wonder if he might be angry with you.
Somehow you sense that people who arouse his anger don't usually
live long enough to regret it. However, after a moment he shrugs
imperceptibly and returns to what he was doing before you stared at
him."
Okay, how many things were wrong with that
character description? To find out, and to learn the secrets of how
to write a good character description in the process, please
follow:
On The Art Of Description
The
Seven Deadly Sins
"Sin
creates an inclination to sin; it engenders vice by repetition of
the same acts. This results in perverse inclinations which cloud
conscience and corrupt the concrete judgment of good and evil. Thus
sin tends to reproduce itself and reinforce itself, but it cannot
destroy the moral sense at its root."
Each MU* has its own set of rules, social conventions, themes, laws,
and general community spirit. For the most part, those players who
join these MU*s learn to work with these set virtues and eventually
become a part of them, definining them with their own sense of
morality as they continue to call the MU* home, and eventually
protecting it by enforcing these defining points themselves.
Yet, from time to time, each MU* suffers from a player who, for
whatever reason, just doesn't want to play the game with anything
but their own rules, and will often earn the hatred of their peers
for doing so. These kinds of players usually fall into one of the
following "types" that
Bahamut likes to call: The Seven Deadly
Sins.
Avoid these traps at all cost, and
you'll remain one of the finest role-players around.
1: Ghosts
The Ghost is a player that, by not understanding that the game world
is populated by thousands of nameless NPCs and not just the player
characters connected at the time, assumes that if they're on their
own, they can do whatever they like.
The Ghost will enter private rooms and steal whatever they can find
lying around. The Ghost will enter places that they would never ICly
be. The Ghost will read all your books, mess with all your stuff,
leave your room in a mess, and then move on to the next place. And
when they get caught, the Ghost will reply: "Well, there was no one
else around to see me."
Ghosts, more often than not, will find that the IC Consequences of
their IC Actions will come back to haunt them whether no one was
around or not.
The term of "Ghost" is derived from the player "ghosting" around a
place as if unseen by all.
2: Metagamers
Perhaps the second most deadly sin of all, the Metagamer is a player
who will use information that they learned from an OOC source and
act on it in an IC manner.
For example, the Metagamer might hear on an OOC <Channel> that
someone is attacking a friend of theirs in a Tavern. Now, the
Metagamer might be on the other side of the world at that point, and
have no IC reason at all to travel to this Tavern.
However, acting on the OOC Information, they travel across to the
Tavern anyhow, and help their friend out ICly, As If By Magic. The
Metagamer may also use information gained from OOC sources to solve
IC problems too. They may magically know who it was that stole a
particular item. They may magically know where to find something
they would have no IC knowledge of.
In short, Metagaming is the sin that is most likely to get you into
trouble with both Staff and Players; the former when they find out,
and the latter when they have their scenes retconned because of it.
3: Munchkins
"There is something alluring about
Munchkinism. What is Munchkinism you ask? To be a proper Munchkin,
you need to be focused on one overwhelming goal: attaining Infinite
Cosmic Power. Forget namby-pamby roleplaying.
Forget realism. Forget game-balance destroying exploitation of the
rules. You want a character so powerful that, in the words of a
famous barbarian, "you drive your enemies before you amongst the
lamentations of their women". Darn tootin'."
- Bioware
4:
Powergamers
Though the term Powergamer has its origins set in the realm of MUDs,
in which it depicted a player that spent all their time "powering"
through levels and mobs, the Powergamer on an RP MU* is something
much more ominous, and infinitely more annoying.
A Powergamer is a player that forces actions upon other players
through RP, without allowing the other player to either consent to
those actions, or oppose them through skill rolls.
For example, while a normal player might pose "...places a hand upon
Serena's shoulder and shoves her, intending to push her into the
wall.", a Powergamer would instead not give "Serena" the chance to
react at all, but would instead pose something akin to "...places a
hand upon Serena's shoulder and shoves her, pushing her into the
wall before she can stop him, smashing her nose against the hard
surface of the barrier, and causing her to hit her head hard and
fall unconscious."
Powergamers are obviously a bad thing, and will find themselves with
more +vote/coaches than they can handle at the end of each month,
along with retconned scenes and, in extreme cases, a temporary
suspension from the game.
5: Speedwalkers
Speedwalkers commit a sin called Speedwalking, which is the act of
running through a room that other other players in it and not posing
your passing through.
A simple "...walks in from the north, seemingly in a hurry to reach
the south as they slip through the crowds, making a hasty
departure." will usually suffice, as long as either an [OOC] reason
is also given for the rush, or time is allowed for the other player
to pose too.
6: Spooks
A Spook is a player that will @emit NPCs either to fight against, or
to fight for them, when they have no right in doing so.
The "Combat Spook" will @emit people to fight, and win against, just
to try and impress other people by showing off their amazing skill
rolls, and their 'oh so cool' fighting poses. More often than not,
the "Combat Spook" will impress only themselves, annoy everyone
else, and feel the ire of the Staff. In following, they'll usually
get "Served" by a real player, which rains on their parade somewhat.
In contrast, the "Leader Spook" will @emit people to fight for him,
usually to try and "gank" another player with an overwhelming force
that he doesn't ICly have. If a "Combat Spook" attains the ire of
the Staff, then a "Leader Spook" will attain their wrath, and a
solid kicking for their efforts.
The term "Spook" is derived from the player attempting to "spook"
other players with NPCs that don't exist. It is an entirely original
term coined by Bahamut
from Chiaroscuro, yet entirely accurate
all the same.
7: Twinks
The most deadly sin of all, a Twink is hard to define, but easy to
identify. They are often confused with Munchkins and Powergamers,
but more often than not are all of the above, and then some. It
often refers to behavior of a (usually inexperienced) player that
either ignores rules or social convention, or disrupts the natural
flow of a scene to show off supernatural powers that have no place
in theme of the game itself, nor on the character, while
UrbanDictionary.com defines a Twink as "Someone who cheats in an
Online Roleplay fight."
"You can't kill me dude! I'm a demon!"
For the most part, all of the above definitions are true, and
extends to all forms of RP across all of the game. You will often
find Twinks running up walls, torching buildings with fireballs they
summoned, leaping across vast distances to jump behind a rock to
avoid being punched, climbing through windows that are on the fifth
floor of a building, and so forth.
In a nutshell, a Twink is a Staffers worst nightmare. Avoid at all
costs.
Survivor's
Game Guide
When all else fails, when the
chips are down, and when you have no one else to turn to, there's
always the vast collective information contained within the
Survivor's Game Guide to help you! To get there, click on the
special link below:

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