SpellMaster

From BattleMaster Wiki
Jump to navigation Jump to search

SpellMaster is the game that prompted the creation of BattleMaster. It was a freeform play-by-mail game.

Original Map of SpellMaster

Introduction

Even though SpellMaster is a very free-form game, there are a few guidelines to your roleplays. This page summarizes the most important ones. Please remember that these are guidelines. You can get away with violating most of them, if it's for dramatic purposes and adds to the story. You should not make it a habit, though.

Player Control

One of the most important rules of SpellMaster is that characters are at all times under the control of their players. You can user other characters in your roleplays, writing their words and reactions, but only for minor events and only if you stick as close to the character as you can. In other words: You can not roleplay mistakes and insults made by other characters - you will have to lure them into roleplaying those themselves. You can especially not take control of any player character in order to do even the tinyest bit of harm to them. You can fire an arrow or a spell at them, but only a GM or the player himself can roleplay the hit and damage. In short: Player characters never die, go unconscious, are wounded or otherwise taken out-of-action unless the controlling player or a GM say so.

NPCs

Non-Player-Characters, or short NPCs are created by players or GMs. Yes, you as a player can invent NPCs. For mundanes, there are no requirements or limits, just go ahead and roleplay an NPC into existence. If you want to talk to the captain of the guard or find a merchant, just invent him. NPCs are, however, not property of your character. Other players can roleplay the same NPC. However, as the original creator you define what the NPC is, and other players have to stay within those limits. If, for example, you invent a captain of the guard, and play him as very thorough and experienced, other players can't just take control of him, turn him into a spy for their council, and play him as making dumb mistakes. If this happens, you as the original creator can ask a GM to step in. You can invent non-mundane NPCs, such as other spellcasters, monsters or spirits, in a similiar way, however there is one more limit to observe: Anything you create that is as powerful or more powerful than your character, automatically becomes a GM creature. You can still roleplay and describe it, but you must interact with it as if it were another player (played by the GM). You can not (usually) use NPCs for "action at a distance", meaning that you can not use an NPC to do something for you without a roleplay where your character is in actual contact with the NPC and gives him orders or strikes a deal. In other words: You can't use NPCs to be in several places at once. Of course you can send NPCs away on a mission and roleplay them while they are doing it. However, any other player can also roleplay the NPC and a GM will step in when the actions of the NPC go beyond the original mission. One exception to the "action at a distance" rule is that you may use generic NPCs (guards, peasants, etc.) in a way that is normal for them. e.g. you could "remind" another spellcaster that there are guards around by roleplaying them into the story. However, your power over them is extremely limited in such a case, as said to actions that are quite obvious for them to take. Moreover, in a case of conflict or doubt, the roleplays of characters who actually are at the scene always take precedence. In addition, NPCs are not yours and you should not become too attached to them, as they have a tendency to die at dramatically appropriate times.

First Writer Priviledge

The First Writer Priviledge (FWP) says that whoever invented something has a say in how it looks or works. For example, if you invented an NPC or a town, you get to describe it and other people must follow this description. A town described as "small, with only two streets and a single pub" can not sudenly have a large bar in a back-alley. You can claim FWP to clarify things, or point out mistakes, but any holes you left are free for the taking. A more lengthy example: We take the captain of the guard from above. Since you invented him and described him as loyal, experienced, etc. it is not possible that someone turns him into a traitor. However, someone can bring up the captain's family, get it kidnapped and use it to make him betray his cause. You can not suddenly add that he doesn't have a family or that his loyality is above his love for wife and kids, unless you already mentioned that in his original description. So FWP is not a perfect protection, it just makes sure your creations aren't abused.

The Continuum Rule

The Continuum Rule, or TCR for short, is a simple rule that says that events have happened as soon as they are posted. (in case of doubt the timestamp of the mailing-list mail counts). This rule's main purpose is to ensure consistency. You can not simply ignore someone else's roleplay. For example, if A summons an earth elemental to block a doorway, and B says he leaves the room (ignoring A's roleplay), then TCR says that B is still in the room, because his (later) roleplay can not have happened - it would violate consistency. Ignoring problems doesn't work, they have to be dealt with. For example, B could modify his roleplay, writing that he dispells the elemental before leaving the room. In this case, A can not use the elemental any longer, since it has been dispelled, so TCR now works in favor of B. TCR holds true for everything posted unless a GM intervenes. That means that even if you complain about something, it's still a fact until a GM says it's not. Dealing with things will almost always solve your problems quicker than complaining. Oh and yes, TCR also works against yourself. You can't simply say "oops, I didn't mean that" after the fact. If you posted it, it has happened.

Open End

The final rule is Open End. It means simply that you can not bring a storyline to a close without giving others ample time to contribute. It especially means that you can not, under any circumstances, run a whole story in one posting. For example, you can not start a posting with arriving in a city, and end it with having taken control of the senate, murdered the king and converted the local religion. It is recommended that you make a break after arriving in the city, to allow others who might be in it without you knowing to meet you. You should make other breaks during every takeover-attempt and at the end of it, for very much the same reasons - for example the king might have been brought to safety by someone else on his council list. Roleplaying how you enter his chambers and kill him would violate The Continuum Rule. Making a break after you entered his chambers allows someone to post a roleplay explaining that the king is not there, the room looks as if he left it in haste, etc.