”Tir-a-Slan. The mere whispered name of it is evocative…rich…seductive. The syllables roll on your lips and tongue like the softest of sweets. And sweet it is, friend. But dark, as well. “ -Emeric Talassian, Bard of Eire-na-Dantha
The Realm of the Noble House Ariantho
Since the first wandering tribes made their home on the lush slopes of this seaside land, the Sidhe House Ariantho made its influence felt. Charitable, noble, gracious and generous, this family gave birth to the aristocracy which now inhabits the rarified air of Tir-a-Slan society. Led for thousands of years by the hand of the Summer Court Sidhe, Tir-a-Slan has grown into one of the hidden jewels of the world. Under the auspices of the recent ruling family, the late Queen Angelique Ariantho, Tir enjoyed incredible prosperity, and formed allegiances which made it a realm to be respected, and not just a little feared. Perched on the edge of those lands ruled by the Summer Court Sidhe, Tir-a-Slan boasted a naturally-protected harbor, which grew to become one of the most visited trading ports in the whole of the world. But all good things must end, and at the height of its fortunes, Tir became embroiled in a bitter conflict known as the War of Trades with the neighboring land-locked Kingdom of Corinth. The bitter two-year struggle bled the flower of Tir’s nobility on the field of battle. Her knights were shattered by the sheer numbers of the Corinthian enemy. A full two-thirds of the realm’s folk had fallen beneath the steel of the seemingly-unstoppable Corinthian horde. A dark shadow had fallen across the land, and in the Palace, desperate and hasty deals were being struck by a folk without options. As the sunlight fell on the vast, gathered armies of Corinth, weapons still-red with the gore of the last of the Queen’s vanguard, the sound of distant thunder heralded the arrival of Tir’s salvation. Spitting fire from the sky, sheets of dragons swept across the plains. The flickering, actinic light of their rage and fury tore through the ranks of the enemy. Bodies were tossed like ragdolls, scorched and broken with each screaming pass of the giant Wyrms. Dark shadows loomed from the edges of the forest, as the ancient guardian spirits of the land awoke from their slumber and began to feed on the souls and bodies of the most arrogant and proud Corinthian warriors. And before the terrible force of Tir’s final defenders, the armies of Corinth struggled in vain. Those few who escaped back across the mountains to their homes told stories that robbed strong men of sleep for years to come. But when the last of the struggles ceased, as the molten armor ticked and hissed on the field of battle…there were no celebrations. Sweat trickled down exhausted and near-broken backs and shoulders. Women shuddered and dropped the arms they were forced to bear in defense of hearth and home. And in the palace…in the palace could only be heard the start of a long, low, keening wail. Surrounded by the bodies of her most beloved guards, the Queen had fallen to some dark treachery.
Heirs to the Throne Jadenne, the current Queen of Tir-a-Slan and her brother, Jorindel, the Crown Prince of the Realm are the children of Angelique Ciera and her Winter Court lover, Nicholas Wright. The siblings had been banished from the Realm of the Faery by their father, the Sword of the Wintercourt Sidhe. Their mother, a prize from the Court of Summer, fled with the children at the insistence of her lover, sheltering them in Tir-a-Slan for the first nine years of their lives. But the machinations of their father in the Winter Court, soon led to them being reclaimed by the Faery. Nicholas separated and schooled his children in arts both martial and arcane. Each finding their own unique talents and abilities – Jorindel, with steel and black art, grew into a whip of a young man, eager for the shuffling, crimson dance of combat – Jadenne, fostered the wiles, poise, and calculation required to survive and flourish in the harsh and unforgiving courts of nobility. At the age of thirteen, the pair were reunited and introduced to the Winter Court. Made full members, they grew to be both beautiful and cunning. But their father once again made life…interesting…for the siblings. Nicholas’ refusal to fully smite another who had caused the Maeve, the Queen of Winter to lose face enraged the arrogant monarch. She took him from the court, and imprisoned him to be tortured at her leisure. But before being claimed by the Winter Guard, Nicholas’ insured his children’s future by banning them, and all those of his blood from the Court of Winter. Led away to his fate at the barbed hands of the Queen’s twisted Punishers, Nicholas laughed at his final coup. By sending all those of his powerful blood away, he had weakened Queen Maeve considerably, forcing her to turn her full attention to maintaining her base of power, and removing her eye from his prized treasures, Jorindel and Jadenne. The pair wandered the vastness of the world, sometimes together, sometimes apart, adrift for two long years. But those are tales for another time. Upon receiving the frantic news of their mother’s death, and of the shattering conflict which had gripped the land they once called home, the pair took flight and returned to Tir-a-Slan.
A New Dawn Queen Angelique Ciera lay in state for a short time, as the people of her realm grieved her passing. Her body was then returned to her people in the Court of Summer. Arriving just days after, Jadenne and Jorindel were crushed to learn they would never be allowed to see the face of their mother one, final time. Lost in their grief, they commanded the finest masons and sculptors to craft a memorial for her in the chapel, so that they might look upon her likeness as they remembered her most fondly. Jadenne was named Heiress to the throne, following the conclave of nobles and dragons, and as she ascended to the throne, the three Wyrm gods Talamh, Farraigh, and Speir bestowed their blessings to the new monarch.
In the time since the coronation, many minor events have occurred, including the breaking of the barriers that kept Nicholas’ children from returning to Faery. Being summoned by one of his elder half-brothers, Jori has returned to Wintercourt to help raise an army and free their father. With him, he has taken all his progeny, insuring that the great grandchildren of the Winter Queen Maeve are raised in Faery and not left with the confusion and danger that plagued he and his sister.
The Present Queen Jadenne continues to grow into her role as the new monarch of this distant province of the Summer Court. Her people gaze upon her with growing confidence and love with every new day. But the scars of the War of Trades run deep. There remains much work to be done before the days of Tir’s glory may return. While trade is slowly again enjoying growth, and agriculture being encouraged across the realm, enemies are afoot, and deadly games are being played in the glittering halls of the Palace, and in the dark, gritty alleys of the city.
So, what say you, traveler? Have you the stuff of legends in your blood? For here is the place they are made, and here is the place they live and breathe. So, be you fair or dark, woman or man, know this in your heart…there is a home for you in Tir-a-Slan.
We have worked with many new roleplayers and fielded a number of the issues concerning playing out particularly difficult scenes. A few points should be covered before we begin sharing story.
1. PROPER IN-CHARACTER RESPONSE
Most roleplaying sims allow combat, not for the sake of the combat but to introduce the element of concern for personal safety and fear... No one would want to roleplay the appropriate fear for a given situation if there were no consequences for their actions.
This is an active storyline with many parts, all of your ic actions have consequences. If, as a player you are constantly refusing combat, denying negative consequences and placing your self above others, you are not roleplaying.... you are strutting. Think realistically of your character's response. If you are too fearful to engage in combat then you are too also too fearful to be spouting rude comments or attitude. It may sound harsh, but if you think about it in rl when you are faced with an individual you do not want to fight, for whatever reason, you go out of your way not to provoke an attack and then you go home angry about what you "wanted" to say.
We cannot stress this enough.. If you are not prepared to accept the consequences of your actions, You are not prepared to roleplay.
2. COMBAT IS NEVER TO THE DEATH
(Unless YOU -wish- to permadeath your character - then that is acceptable)
The beauty of secondlife is that being beat down never means the loss of a well developed character. If you or your opponent is defeated, walk away, allow them to rise and slink off licking their wounds. when you have been defeated look at it as being beaten to the point where you will need special attention to your healing.
Roleplay the pain and agony of your wounds as you seek shelter. In single combat, take advantage of the battlezone combat system. after you have beaten your foe to half life.... step back engage in appropriate dialog, allow a few secs to heal.. in this way you can use the combat as a roleplay element, and not a means to itself.
Also, find a member of the healer's guild - they have the scripted kits to actually 'heal' you from the damage with Battlezone.
By taking time, the combat will be more entertaining for all involved, not just the combatants, but the spectators as well. Think of how wonderful the scene would play out if the combatants stepped aside occassionally to hurl more insults and dialog back and forth gripping their wounds in pain as they face off in a truly meaningful conflict. It is not our battles or victories that write the story... it is the twists and motivation these interactions impose on the storyline that does. I have heard many people exclaim.. "but I don't like combat, I don't do it well(my computer lags, etc...)" Not everyone is Jet Li. Not everyone is going to be good at combat. period.
Again this should be factored into your characters reaction as above. It doesn't matter what your reason for not wanting/being able to win at fights is. If you don't want to get hit, play your character with that in mind, and play out your character accordingly.
-YOU CANNOT BE FORCED INTO COMBAT-. If for any reason you do not wish to enter combat with anyone you have that right. But if you are not going to fight for the scene, you had better concede the scene to the other player, and in their favor. If you take the scene to the brink of getting your butt kicked and then decide to go ooc at the reality of your consequences, or to simply be a jerk to someone ic and refuse combat, you are not roleplaying, you are griefing.
There are plenty of places in sl to be social. Roleplaying sims are for an active storyline, and you will not always get a happy ending...... none of us do.
Everybody has a bad day. Everyone gets the shaft, now and then. If you are lucky and you stick around you -WILL- get the opportunity to watch it happen to anyone. Buck up and keep moving. It is never over until -YOU- quit.
3. CHAT ROLEPLAY
The descriptive dialog and roleplay of reactions, powers that have no visual, etc..., are the -most beautiful- and essential part of roleplaying in a secondlife environment. It is the nature of the experience. With this in mind you must adhere to certain protocol while in open chat and even IMs ic.
For those of you who already know what open/closed chat roleplay is this is, consider this a refresher. Every statement made in chat of a characters actions can only pertain to that character. Period. In chat -YOU- are the one who decides whether another's actions are successful against you or not.
You do not say "I grab -name- throat". You say "I reach for(grab at, etc...) -name- throat". The other player should always -ALWAYS- be given opportunity to react and defend themselves in chat based rp. You are not guaranteed success at any endeavor, regardless of whatever you have written into your character's background.
With that said, You cannot just flat out deny another's aggressions of any kind, without Roleplaying an appropriate response.If they reach for your neck, step back. If they try to enter your mind, bring your willpower to bear in some manner.
Nothing in your background grants you immunity from anything. You must roleplay any reason you have for not sucumbing to the other's aggression. Chat roleplay should be restricted to open chat unless you are inside the other person's mind. Anything you say, do, or even whisper ic, offers the potential for another person to interact. If a nearby character can provide a reasonable explanation for overhearing the whisper they should be allowed the opportunity to interact. Whispering to your friend in IM, or taking an active scene to IM, automatically excludes the sim from the rp. If you want private rp..... go to a private environment. Roleplaying sims are for active storylines including all the available characters.
4. RELATIONSHIPS
Your ooc relationships have no bearing on anything ic related.
If you do not like the way someone else roleplays, then do not roleplay with them.
Admins are not here to manage your ooc relationships, nor be your ooc therapists.
We do not police your roleplay - we provide the venue for you to collaborate in the story.
5. DEALING WITH MANAGEMENT
You are an important part, perhaps the most important part of any roleplaying environment. It is only through the interactions of multiple characters that roleplay exists. And there are a multitude of roleplayers. You have a very valid opinion and complaint. Drop a notecard or send an IM to a Moderator and ask your question/request assistance. That's what they're there for.
Roleplay management is almost never set up with the sim manager as a moderator. For a reason. They are too busy running around taking care ofthe world you live in to stop for every individual. If you want to show appreciation to them..., drop them a notecard. They will appreciate the sentiment.
Do not IM spam Jadenne. Use the available management put in place to handle any grievances that cannot be handled ic. Usually this is in the form of a moderator or gm. If you are in question as to where to find one, open the group IM for the rp environment you are attending and calmly ask to talk to a moderator or gm.
Please do not be one of those people that uses the sim chat for social calls, most everyone in the sim will be hit with the IM, and this will be broadcast into scenes in play. Nobody likes a screen full of random chat in the middle of a wonderful scene, and players should not have to continually silence the only available open communication available to the sim.
These may seem cold or harsh statements. They are meant as a means to provide the most open, fair, and enjoyable experiences for a multitude of people. Some stories are not for everyone. If you are one of those looking to just kill people, there are sims set aside for that. Search on them.
Roleplay in sims is meant to be free flowing and open to any possibility within the storyline. It is there to provide a beautiful story that you are a part of, not just a reader. Stories have drama, tension, romance, fear, anticipation and resolution.
Come write your story with us here, at Tir a Slan.
Magic is a touchy subject in any sim. We are very open to it here. There are a few spell systems that have been found to be ideal for rp within a battlezone environment.
Rules for magic use in Tir A Slan: *it must have a mana or similar scale to determine available usage spells must expend this reserve at a reasonable rate(a 1pt fireball that does extended damage on a 100 pt hud is not acceptable) this is to keep you from casting uber spells back to back to back.
*NO ORBITERS
*spells that do damage must be aimed
*there must be a visual component to every spell (this gives the players around you a chance to learn about the spell and come to recognize it) there must be some chat dialog in roleplay describing the casting of the spell(at least a one liner)
*wall spells are limited to 30 seconds then the object must "die"
*missile type spells will "die" on impact or within 1 second
*hold/cager spells will have a 5 minute span maximum before the object "dies"
*no spells can alter another person's av in any manner
*no spells that use physics to potentially crash a users system are allowed (no river, or anything like it) If the warning on the label is this may crash another person's system, You WILL get banned.
*there must be at least 1 second between spells (plan ahead)
this list may be altered at any time....
NOT TO BE USED: known unusable powers/magic sytems: Force prophecies Souls of the Damned River
We are using the battlezone hud. any safezone or battlezone weapons will work. A basic longsword is available for 50 lindens at the town center right next to the post for the hud. You are welcome to bring your weapon in from offsite provided it meets the following criteria:
1. It must be safezone/battlezone compatible(won't do anything if it's not) 2. There MUST be a (0.5) second sleep command between swings. use of any weapon without this is considered cheating and can result in administrative action. 3. It must have a forward facing sensor no more than 90 degrees in sweep. this is not 90 degrees to either side, this is 90 degrees total... 4. No melee weapon can have a range greater than 3 meters. 5. All ranged weapons MUST have a "die" on impact, or within 1 second of its collision. 6. All poison/fire etc.. persistent damagers are allowed 3 tics. no more.... 7. No sword of normal size is permitted great weapon damage, nor are daggers permitted to be scripted as swords. if your weapon is god modded to deal unreasonable damage you will be required to lose it or you will be asked to leave. 8. Ranged weapons must have a reload after a maximum of 15 shots, this reload is a mandatory 3 secs. 9. NO PUSH WEAPONS-period. 10. NO ORBITERS-PERIOD 11. Only one ranged OR up to two melee weapons at atime. 12. Cagers are a touchy subject.....if the cager is aimed, and it looks like a net, and it is the only weapon in your hands, and it has at least a 5 minute max before it dies, then ok. outside that cagers are really only used for specific magics. DO NOT go around caging everyone. If you are caught netting someone ic you will most likely be placed in jail...., if you are caught netting someone ooc, you are griefing and will be banned.
*Combat in Tir A Slan is ALWAYS a result of roleplay.
*Wanton destruction of everything is not rp, it's griefing.
*You must have an ic reason to open combat anywhere in Tir, with the exception of the Arena. The Arena is provided so that people can spar, practice and let the steam off.
*If you are defeated in combat outside the arena you are expected to follow the flow of rp.
*Resetting your hud during combat is illegal.
* TELEPORTING YOUR FRIENDS/ALLIES IN TO A FIGHT IS ILLEGAL. They must get there themselves ic. Tping out of a fight because you are losing is illegal, again you must rp the appropriate reactions, otherwise you are only detracting from the overall story. Beware of friendly fire...it counts.
*The arena mode of the hud is only to be used in the arena, when you are out and about your hud will be set to normal mode.
In occassions where there is a question to legality of the weapons or combat, and these cannot be worked out by the players involved, pause. Stop the scene, you can come back to it. Find a moderator, and answer the issue, then continue the scene. If you come to get a moderator and a decision is delivered, you are expected to return to the scene and continue.
The final decision in all matters related to RP belongs to Jadenne Ariantho - but if you can't get satisfaction from the Moderators, make sure it is truly critical before you bring it to her attention. The Moderators are chosen for a reason. They are skilled rp'ers with a good sense of what is expected. They keep the burden from falling totally on her shoulders. Do NOT go to Joey Tavoularis with RP questions - he doesn't handle the RP.
4 comments:
”Tir-a-Slan.
The mere whispered name of it is evocative…rich…seductive. The syllables roll on your lips and tongue like the softest of sweets.
And sweet it is, friend. But dark, as well. “
-Emeric Talassian, Bard of Eire-na-Dantha
The Realm of the Noble House Ariantho
Since the first wandering tribes made their home on the lush slopes of this seaside land, the Sidhe House Ariantho made its influence felt. Charitable, noble, gracious and generous, this family gave birth to the aristocracy which now inhabits the rarified air of Tir-a-Slan society.
Led for thousands of years by the hand of the Summer Court Sidhe, Tir-a-Slan has grown into one of the hidden jewels of the world. Under the auspices of the recent ruling family, the late Queen Angelique Ariantho, Tir enjoyed incredible prosperity, and formed allegiances which made it a realm to be respected, and not just a little feared. Perched on the edge of those lands ruled by the Summer Court Sidhe, Tir-a-Slan boasted a naturally-protected harbor, which grew to become one of the most visited trading ports in the whole of the world.
But all good things must end, and at the height of its fortunes, Tir became embroiled in a bitter conflict known as the War of Trades with the neighboring land-locked Kingdom of Corinth.
The bitter two-year struggle bled the flower of Tir’s nobility on the field of battle. Her knights were shattered by the sheer numbers of the Corinthian enemy. A full two-thirds of the realm’s folk had fallen beneath the steel of the seemingly-unstoppable Corinthian horde. A dark shadow had fallen across the land, and in the Palace, desperate and hasty deals were being struck by a folk without options.
As the sunlight fell on the vast, gathered armies of Corinth, weapons still-red with the gore of the last of the Queen’s vanguard, the sound of distant thunder heralded the arrival of Tir’s salvation.
Spitting fire from the sky, sheets of dragons swept across the plains. The flickering, actinic light of their rage and fury tore through the ranks of the enemy. Bodies were tossed like ragdolls, scorched and broken with each screaming pass of the giant Wyrms.
Dark shadows loomed from the edges of the forest, as the ancient guardian spirits of the land awoke from their slumber and began to feed on the souls and bodies of the most arrogant and proud Corinthian warriors. And before the terrible force of Tir’s final defenders, the armies of Corinth struggled in vain. Those few who escaped back across the mountains to their homes told stories that robbed strong men of sleep for years to come.
But when the last of the struggles ceased, as the molten armor ticked and hissed on the field of battle…there were no celebrations. Sweat trickled down exhausted and near-broken backs and shoulders. Women shuddered and dropped the arms they were forced to bear in defense of hearth and home. And in the palace…in the palace could only be heard the start of a long, low, keening wail.
Surrounded by the bodies of her most beloved guards, the Queen had fallen to some dark treachery.
Heirs to the Throne
Jadenne, the current Queen of Tir-a-Slan and her brother, Jorindel, the Crown Prince of the Realm are the children of Angelique Ciera and her Winter Court lover, Nicholas Wright.
The siblings had been banished from the Realm of the Faery by their father, the Sword of the Wintercourt Sidhe. Their mother, a prize from the Court of Summer, fled with the children at the insistence of her lover, sheltering them in Tir-a-Slan for the first nine years of their lives. But the machinations of their father in the Winter Court, soon led to them being reclaimed by the Faery.
Nicholas separated and schooled his children in arts both martial and arcane. Each finding their own unique talents and abilities – Jorindel, with steel and black art, grew into a whip of a young man, eager for the shuffling, crimson dance of combat – Jadenne, fostered the wiles, poise, and calculation required to survive and flourish in the harsh and unforgiving courts of nobility.
At the age of thirteen, the pair were reunited and introduced to the Winter Court. Made full members, they grew to be both beautiful and cunning. But their father once again made life…interesting…for the siblings.
Nicholas’ refusal to fully smite another who had caused the Maeve, the Queen of Winter to lose face enraged the arrogant monarch. She took him from the court, and imprisoned him to be tortured at her leisure. But before being claimed by the Winter Guard, Nicholas’ insured his children’s future by banning them, and all those of his blood from the Court of Winter. Led away to his fate at the barbed hands of the Queen’s twisted Punishers, Nicholas laughed at his final coup. By sending all those of his powerful blood away, he had weakened Queen Maeve considerably, forcing her to turn her full attention to maintaining her base of power, and removing her eye from his prized treasures, Jorindel and Jadenne.
The pair wandered the vastness of the world, sometimes together, sometimes apart, adrift for two long years. But those are tales for another time.
Upon receiving the frantic news of their mother’s death, and of the shattering conflict which had gripped the land they once called home, the pair took flight and returned to Tir-a-Slan.
A New Dawn
Queen Angelique Ciera lay in state for a short time, as the people of her realm grieved her passing. Her body was then returned to her people in the Court of Summer. Arriving just days after, Jadenne and Jorindel were crushed to learn they would never be allowed to see the face of their mother one, final time. Lost in their grief, they commanded the finest masons and sculptors to craft a memorial for her in the chapel, so that they might look upon her likeness as they remembered her most fondly.
Jadenne was named Heiress to the throne, following the conclave of nobles and dragons, and as she ascended to the throne, the three Wyrm gods Talamh, Farraigh, and Speir bestowed their blessings to the new monarch.
In the time since the coronation, many minor events have occurred, including the breaking of the barriers that kept Nicholas’ children from returning to Faery. Being summoned by one of his elder half-brothers, Jori has returned to Wintercourt to help raise an army and free their father. With him, he has taken all his progeny, insuring that the great grandchildren of the Winter Queen Maeve are raised in Faery and not left with the confusion and danger that plagued he and his sister.
The Present
Queen Jadenne continues to grow into her role as the new monarch of this distant province of the Summer Court. Her people gaze upon her with growing confidence and love with every new day. But the scars of the War of Trades run deep. There remains much work to be done before the days of Tir’s glory may return.
While trade is slowly again enjoying growth, and agriculture being encouraged across the realm, enemies are afoot, and deadly games are being played in the glittering halls of the Palace, and in the dark, gritty alleys of the city.
So, what say you, traveler? Have you the stuff of legends in your blood? For here is the place they are made, and here is the place they live and breathe.
So, be you fair or dark, woman or man, know this in your heart…there is a home for you in Tir-a-Slan.
Roleplaying in Tir a Slan
We have worked with many new roleplayers and fielded a number of the issues concerning playing out particularly difficult scenes. A few points should be covered before we begin sharing story.
1. PROPER IN-CHARACTER RESPONSE
Most roleplaying sims allow combat, not for the sake of the combat but to introduce the element of concern for personal safety and fear... No one would want to roleplay the appropriate fear for a given situation if there were no consequences for their actions.
This is an active storyline with many parts, all of your ic actions have consequences. If, as a player you are constantly refusing combat, denying negative consequences and placing your self above others, you are not roleplaying.... you are strutting. Think realistically of your character's response. If you are too fearful to engage in combat then you are too also too fearful to be spouting rude comments or attitude. It may sound harsh, but if you think about it in rl when you are faced with an individual you do not want to fight, for whatever reason, you go out of your way not to provoke an attack and then you go home angry about what you "wanted" to say.
We cannot stress this enough.. If you are not prepared to accept the consequences of your actions, You are not prepared to roleplay.
2. COMBAT IS NEVER TO THE DEATH
(Unless YOU -wish- to permadeath your character - then that is acceptable)
The beauty of secondlife is that being beat down never means the loss of a well developed character. If you or your opponent is defeated, walk away, allow them to rise and slink off licking their wounds. when you have been defeated look at it as being beaten to the point where you will need special attention to your healing.
Roleplay the pain and agony of your wounds as you seek shelter. In single combat, take advantage of the battlezone combat system. after you have beaten your foe to half life.... step back engage in appropriate dialog, allow a few secs to heal.. in this way you can use the combat as a roleplay element, and not a means to itself.
Also, find a member of the healer's guild - they have the scripted kits to actually 'heal' you from the damage with Battlezone.
By taking time, the combat will be more entertaining for all involved, not just the combatants, but the spectators as well. Think of how wonderful the scene would play out if the combatants stepped aside occassionally to hurl more insults and dialog back and forth gripping their wounds in pain as they face off in a truly meaningful conflict. It is not our battles or victories that write the story... it is the twists and motivation these interactions impose on the storyline that does. I have heard many people exclaim.. "but I don't like combat, I don't do it well(my computer lags, etc...)" Not everyone is Jet Li. Not everyone is going to be good at combat. period.
Again this should be factored into your characters reaction as above. It doesn't matter what your reason for not wanting/being able to win at fights is. If you don't want to get hit, play your character with that in mind, and play out your character accordingly.
-YOU CANNOT BE FORCED INTO COMBAT-. If for any reason you do not wish to enter combat with anyone you have that right. But if you are not going to fight for the scene, you had better concede the scene to the other player, and in their favor. If you take the scene to the brink of getting your butt kicked and then decide to go ooc at the reality of your consequences, or to simply be a jerk to someone ic and refuse combat, you are not roleplaying, you are griefing.
There are plenty of places in sl to be social. Roleplaying sims are for an active storyline, and you will not always get a happy ending...... none of us do.
Everybody has a bad day. Everyone gets the shaft, now and then. If you are lucky and you stick around you -WILL- get the opportunity to watch it happen to anyone. Buck up and keep moving. It is never over until -YOU- quit.
3. CHAT ROLEPLAY
The descriptive dialog and roleplay of reactions, powers that have no visual, etc..., are the -most beautiful- and essential part of roleplaying in a secondlife environment. It is the nature of the experience. With this in mind you must adhere to certain protocol while in open chat and even IMs ic.
For those of you who already know what open/closed chat roleplay is this is, consider this a refresher. Every statement made in chat of a characters actions can only pertain to that character. Period. In chat -YOU- are the one who decides whether another's actions are successful against you or not.
You do not say "I grab -name- throat". You say "I reach for(grab at, etc...) -name- throat". The other player should always -ALWAYS- be given opportunity to react and defend themselves in chat based rp. You are not guaranteed success at any endeavor, regardless of whatever you have written into your character's background.
With that said, You cannot just flat out deny another's aggressions of any kind, without Roleplaying an appropriate response.If they reach for your neck, step back. If they try to enter your mind, bring your willpower to bear in some manner.
Nothing in your background grants you immunity from anything. You must roleplay any reason you have for not sucumbing to the other's aggression. Chat roleplay should be restricted to open chat unless you are inside the other person's mind. Anything you say, do, or even whisper ic, offers the potential for another person to interact. If a nearby character can provide a reasonable explanation for overhearing the whisper they should be allowed the opportunity to interact. Whispering to your friend in IM, or taking an active scene to IM, automatically excludes the sim from the rp. If you want private rp..... go to a private environment. Roleplaying sims are for active storylines including all the available characters.
4. RELATIONSHIPS
Your ooc relationships have no bearing on anything ic related.
If you do not like the way someone else roleplays, then do not roleplay with them.
Admins are not here to manage your ooc relationships, nor be your ooc therapists.
We do not police your roleplay - we provide the venue for you to collaborate in the story.
5. DEALING WITH MANAGEMENT
You are an important part, perhaps the most important part of any roleplaying environment. It is only through the interactions of multiple characters that roleplay exists. And there are a multitude of roleplayers. You have a very valid opinion and complaint. Drop a notecard or send an IM to a Moderator and ask your question/request assistance. That's what they're there for.
Roleplay management is almost never set up with the sim manager as a moderator. For a reason. They are too busy running around taking care ofthe world you live in to stop for every individual. If you want to show appreciation to them..., drop them a notecard. They will appreciate the sentiment.
Do not IM spam Jadenne. Use the available management put in place to handle any grievances that cannot be handled ic. Usually this is in the form of a moderator or gm. If you are in question as to where to find one, open the group IM for the rp environment you are attending and calmly ask to talk to a moderator or gm.
Please do not be one of those people that uses the sim chat for social calls, most everyone in the sim will be hit with the IM, and this will be broadcast into scenes in play. Nobody likes a screen full of random chat in the middle of a wonderful scene, and players should not have to continually silence the only available open communication available to the sim.
These may seem cold or harsh statements. They are meant as a means to provide the most open, fair, and enjoyable experiences for a multitude of people. Some stories are not for everyone. If you are one of those looking to just kill people, there are sims set aside for that. Search on them.
Roleplay in sims is meant to be free flowing and open to any possibility within the storyline. It is there to provide a beautiful story that you are a part of, not just a reader. Stories have drama, tension, romance, fear, anticipation and resolution.
Come write your story with us here, at Tir a Slan.
Magic in Tir A Slan
Magic is a touchy subject in any sim. We are very open to it here. There are a few spell systems that have been found to be ideal for rp within a battlezone environment.
Rules for magic use in Tir A Slan:
*it must have a mana or similar scale to determine available usage
spells must expend this reserve at a reasonable rate(a 1pt fireball that does extended damage on a 100 pt hud is not acceptable)
this is to keep you from casting uber spells back to back to back.
*NO ORBITERS
*spells that do damage must be aimed
*there must be a visual component to every spell (this gives the players around you a chance to learn about the spell and come to recognize it)
there must be some chat dialog in roleplay describing the casting of the spell(at least a one liner)
*wall spells are limited to 30 seconds then the object must "die"
*missile type spells will "die" on impact or within 1 second
*hold/cager spells will have a 5 minute span maximum before the object "dies"
*no spells can alter another person's av in any manner
*no spells that use physics to potentially crash a users system are allowed (no river, or anything like it) If the warning on the label is this may crash another person's system, You WILL get banned.
*there must be at least 1 second between spells (plan ahead)
this list may be altered at any time....
NOT TO BE USED:
known unusable powers/magic sytems:
Force prophecies
Souls of the Damned
River
Combat rules and clarifications
We are using the battlezone hud. any safezone or battlezone weapons will work. A basic longsword is available for 50 lindens at the town center right next to the post for the hud. You are welcome to bring your weapon in from offsite provided it meets the following criteria:
1. It must be safezone/battlezone compatible(won't do anything if it's not)
2. There MUST be a (0.5) second sleep command between swings. use of any weapon without this is considered cheating and can result in administrative action.
3. It must have a forward facing sensor no more than 90 degrees in sweep. this is not 90 degrees to either side, this is 90 degrees total...
4. No melee weapon can have a range greater than 3 meters.
5. All ranged weapons MUST have a "die" on impact, or within 1 second of its collision.
6. All poison/fire etc.. persistent damagers are allowed 3 tics. no more....
7. No sword of normal size is permitted great weapon damage, nor are daggers
permitted to be scripted as swords. if your weapon is god modded to deal unreasonable damage you will be required to lose it or you will be asked to leave.
8. Ranged weapons must have a reload after a maximum of 15 shots, this reload is a mandatory 3 secs.
9. NO PUSH WEAPONS-period.
10. NO ORBITERS-PERIOD
11. Only one ranged OR up to two melee weapons at atime.
12. Cagers are a touchy subject.....if the cager is aimed, and it looks like a net, and it is the only weapon in your hands, and it has at least a 5 minute max before it dies, then ok. outside that cagers are really only used for specific magics. DO NOT go around caging everyone. If you are caught netting someone ic you will most likely be placed in jail...., if you are caught netting someone ooc, you are griefing and will be banned.
*Combat in Tir A Slan is ALWAYS a result of roleplay.
*Wanton destruction of everything is not rp, it's griefing.
*You must have an ic reason to open combat anywhere in Tir, with the exception of the Arena. The Arena is provided so that people can spar, practice and let the steam off.
*If you are defeated in combat outside the arena you are expected to follow the flow of rp.
*Resetting your hud during combat is illegal.
* TELEPORTING YOUR FRIENDS/ALLIES IN TO A FIGHT IS ILLEGAL. They must get there themselves ic. Tping out of a fight because you are losing is illegal, again you must rp the appropriate reactions, otherwise you are only detracting from the overall story. Beware of friendly fire...it counts.
*The arena mode of the hud is only to be used in the arena, when you are out and about your hud will be set to normal mode.
In occassions where there is a question to legality of the weapons or combat, and these cannot be worked out by the players involved, pause. Stop the scene, you can come back to it. Find a moderator, and answer the issue, then continue the scene. If you come to get a moderator and a decision is delivered, you are expected to return to the scene and continue.
The final decision in all matters related to RP belongs to Jadenne Ariantho - but if you can't get satisfaction from the Moderators, make sure it is truly critical before you bring it to her attention. The Moderators are chosen for a reason. They are skilled rp'ers with a good sense of what is expected. They keep the burden from falling totally on her shoulders. Do NOT go to Joey Tavoularis with RP questions - he doesn't handle the RP.
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