Post by Avalikia on Aug 21, 2010 13:05:27 GMT -7
_GENERAL_
The following basic rules are not meant to cover everything that you are not allowed to do, but provide a general guide to what is expected of both the players and staff. Therefore, if you are unsure if something is allowed or not, ask a wizard first or don't do it! If you disagree with their decision, you can appeal the decision to the headwizard, who has the final say. Those who are unwilling to abide by their decisions will face consequences up to and including being banned.
All of the rules can be summed up as follows:
- This is a game, and it's supposed to be fun.
- Everyone has an equal right to fun.
The rest of the rules are based on these.
- It is not fun when someone does not follow the standard rules of roleplay including, but not limited to, not powergaming, keeping in character and out of character information separate, allowing other players to have full control over their characters, and both expecting and accepting the in character consequences of your in character actions.
- It is not fun when you don't like adult content and you're accidentally exposed to it. It is also not fun making sure minors stay out of it and solving all the other problems it can cause. Therefore, this muck has a PG-13 rating and TS is not at all allowed. In the likely event that marupa.net/Heartbeat Communications finds out that you violated our TS policy, they will take action in addition to us. Strong language and graphic violence are tolerated to a small extent, but anything extreme should be kept off the muck.
- It is not fun when characters act in an entirely unrealistic manner. It is also not fun when pure realism is enforced. Therefore this muck takes a balanced approach toward realism. See THEME for more information.
- It is not fun to be where you aren't treated with respect. Therefore, everyone is expected to treat everyone kindly or, if that is too hard, leave them alone. (If you can't say something nice...)
- It is not fun to be a part of a muck with a haphazard grid with too many rooms that spreads out the characters too much. Therefore, the only building will be done by staff, and even then very rarely since the muck WILL START with a very sizable grid. Dens and other animal homes will only created on request for PC families, and then only when there isn't a suitable place already available. Characters are encouraged to adopt the already created rooms as their homes. For information on group territories, see GROUPS.
- And finally, it is not fun when someone does something illegal on the muck, because that could potentially get the muck shut down. And that is not fun for anyone!
(Note: A lot of the MUCK programs are under the GPL. Contact Rakta for more information if you're interested in using them.)
_THEME_
This muck is a talking-animal style (non-anthro) RPG centered around India. (Species found in Pakistan, Nepal, Bhutan, and Bangladesh are sometimes included; ask a wizard for details.)
Allowed species include: All species that are native to India and are not extinct. This includes species that were historically found in India as long as they still exist somewhere. Also, all introduced species that are commonly found in India at the present time. Also, all domesticated species that are commonly found in India if they are at all likely to have survived without human help. (This is determined by the headwizard.) Other species may also be accepted through a special application or for Tiny Plots.
Humans are treated as having existed in the distant past (100+ years ago), but they still have myth/legend status among the animals of the muck. Therefore, backstories including them are not allowed and domesticated animals should be of a feral type, but it's not against the rules to mention them.
Realism is strongly encouraged but not enforced. Blatant magic, miracles, and the like are not allowed. The occasional ghost or spirit, creatures with herbal knowledge, and other such subtler forms of reality-bending are permitted. Remember that just a little goes a long way.
Names should be in keeping with the theme. Specifically, names based on Sanskrit, Hindi, or other languages of the region are encouraged. Made-up and descriptive names are also allowed. What is not allowed are names that are obviously not related to the theme. This applies not only to character names, but the names of other things such as groups as well.
Time passes at a rate of 3:1 - three in-game days is equal to one actual day. This mostly applies to the change of seasons and speed at which characters grow up; how much time has passed between one scene and the next is up to the players involved. What is less negotiable is the aging of a character: there is some leeway when deciding when, for example, a character changes from being a juvenile to an adolescent, but there is a certain point when aging a character is not allowed and another when it becomes required. If you have any questions about this, ask a wizard.
Lastly, players are always encouraged to incorporate the culture, customs, and beliefs of the area into their characters. This is a particularly rich and diverse region of the world, and including even a small portion of it into your characters would add richness and diversity to the muck.
_CHARACTERS_
See THEME for more information on allowed species and names.
HELPFUL LINKS
Additionally, while there isn't a maximum number of characters per player, players with more than five characters are required to completely fill out the pinfo of all their characters before being accepted.
Characters younger than Juvenile will not be accepted unless they have at least one PC parent or they belong to a species that is independent from birth.
Each player is normally allowed up to two characters of any one species. Exceptions will be granted with an approved special application.
If you need a special application, find it here:
hiddennirvana.proboards.com/index.cgi?board=avaoffice&action=display&thread=27
_SPECIAL CHARACTERS_
Hybrids: Characters with parents of different species are allowed if the two species in question are known to produce offspring that survive to adulthood. They may be bred in game or @requested with a special application. They are only able to have offspring of their own if their real-world equivalent can and their maximum litter size is cut in half.
Rare Colors: Characters will normally only be accepted if they are the standard color(s) of their species. 'Rare' is defined as colors not normally found in the wild. It includes colors which are possible but not proven, but not invented. This includes albinism in any species, white tigers, and king cheetahs to name only a few. These characters require a special application unless bred in game; rare colors are tracked by the headwizard using realistically simulated DNA. When upcoming litters are announced, the headwizard will indicate whether or not rare colors are allowed in it.
This would be a good moment to mention this muck's policy on inbreeding: anything first cousins or closer is too 'Ew' to be allowed.
If you need a special application, find it here:
hiddennirvana.proboards.com/index.cgi?board=avaoffice&action=display&thread=27
_GROUPS_
How to form a new group:
Step 1 - Come up with a basic idea.
Step 2 - Ask the headwizard if a group with that basic idea will be approved - the needs of the whole muck need to be considered.
Step 3 - Once the basic idea is approved, flesh it out with details: the group's name, hierarchy, and succession of leaders are a bare minimum; it's even better if the general culture and beliefs written down.
Step 4 - Ask the headwizard for approval of the fully fleshed version of the group idea. It should be consistent with the semi-realism of the muck and different from other groups (especially if there is another with the same primary species).
Step 5 - Once you have approval, it's time to start gathering members. Groups will not be officially recognized until they have at least 5 adult characters with different players.
Step 6 - Once you have those 5 characters, the group becomes official; you get an officially @group listing, a channel, a sub-forum, and specially designated territories.
Rules for group leaders:
Each group is required to have at least two leader characters at all times.
No one person may have more than two leader characters in any group at any time.
A character may not pass their leadership position onto a character played by the same person.
Sub-leaders of any type are not considered leaders for any of the above rules.
While there are no activity requirements, leaders are expected to keep their characters active - logging on your character but not roleplaying does not count as active. If you often find it difficult to find time to roleplay, then you should not seek out or accept a leadership position. If all leaders of a group become inactive, contact the headwizard for options.
Other notes:
Groups do not need to limit who is allowed in their group based on species.
Groups will be considered defunct if the number of total characters in it goes below five.
The size of territories are based on group size; one room for every five members. Territories may overlap.
The following basic rules are not meant to cover everything that you are not allowed to do, but provide a general guide to what is expected of both the players and staff. Therefore, if you are unsure if something is allowed or not, ask a wizard first or don't do it! If you disagree with their decision, you can appeal the decision to the headwizard, who has the final say. Those who are unwilling to abide by their decisions will face consequences up to and including being banned.
All of the rules can be summed up as follows:
- This is a game, and it's supposed to be fun.
- Everyone has an equal right to fun.
The rest of the rules are based on these.
- It is not fun when someone does not follow the standard rules of roleplay including, but not limited to, not powergaming, keeping in character and out of character information separate, allowing other players to have full control over their characters, and both expecting and accepting the in character consequences of your in character actions.
- It is not fun when you don't like adult content and you're accidentally exposed to it. It is also not fun making sure minors stay out of it and solving all the other problems it can cause. Therefore, this muck has a PG-13 rating and TS is not at all allowed. In the likely event that marupa.net/Heartbeat Communications finds out that you violated our TS policy, they will take action in addition to us. Strong language and graphic violence are tolerated to a small extent, but anything extreme should be kept off the muck.
- It is not fun when characters act in an entirely unrealistic manner. It is also not fun when pure realism is enforced. Therefore this muck takes a balanced approach toward realism. See THEME for more information.
- It is not fun to be where you aren't treated with respect. Therefore, everyone is expected to treat everyone kindly or, if that is too hard, leave them alone. (If you can't say something nice...)
- It is not fun to be a part of a muck with a haphazard grid with too many rooms that spreads out the characters too much. Therefore, the only building will be done by staff, and even then very rarely since the muck WILL START with a very sizable grid. Dens and other animal homes will only created on request for PC families, and then only when there isn't a suitable place already available. Characters are encouraged to adopt the already created rooms as their homes. For information on group territories, see GROUPS.
- And finally, it is not fun when someone does something illegal on the muck, because that could potentially get the muck shut down. And that is not fun for anyone!
(Note: A lot of the MUCK programs are under the GPL. Contact Rakta for more information if you're interested in using them.)
_THEME_
This muck is a talking-animal style (non-anthro) RPG centered around India. (Species found in Pakistan, Nepal, Bhutan, and Bangladesh are sometimes included; ask a wizard for details.)
Allowed species include: All species that are native to India and are not extinct. This includes species that were historically found in India as long as they still exist somewhere. Also, all introduced species that are commonly found in India at the present time. Also, all domesticated species that are commonly found in India if they are at all likely to have survived without human help. (This is determined by the headwizard.) Other species may also be accepted through a special application or for Tiny Plots.
Humans are treated as having existed in the distant past (100+ years ago), but they still have myth/legend status among the animals of the muck. Therefore, backstories including them are not allowed and domesticated animals should be of a feral type, but it's not against the rules to mention them.
Realism is strongly encouraged but not enforced. Blatant magic, miracles, and the like are not allowed. The occasional ghost or spirit, creatures with herbal knowledge, and other such subtler forms of reality-bending are permitted. Remember that just a little goes a long way.
Names should be in keeping with the theme. Specifically, names based on Sanskrit, Hindi, or other languages of the region are encouraged. Made-up and descriptive names are also allowed. What is not allowed are names that are obviously not related to the theme. This applies not only to character names, but the names of other things such as groups as well.
Time passes at a rate of 3:1 - three in-game days is equal to one actual day. This mostly applies to the change of seasons and speed at which characters grow up; how much time has passed between one scene and the next is up to the players involved. What is less negotiable is the aging of a character: there is some leeway when deciding when, for example, a character changes from being a juvenile to an adolescent, but there is a certain point when aging a character is not allowed and another when it becomes required. If you have any questions about this, ask a wizard.
Lastly, players are always encouraged to incorporate the culture, customs, and beliefs of the area into their characters. This is a particularly rich and diverse region of the world, and including even a small portion of it into your characters would add richness and diversity to the muck.
_CHARACTERS_
See THEME for more information on allowed species and names.
HELPFUL LINKS
Additionally, while there isn't a maximum number of characters per player, players with more than five characters are required to completely fill out the pinfo of all their characters before being accepted.
Characters younger than Juvenile will not be accepted unless they have at least one PC parent or they belong to a species that is independent from birth.
Each player is normally allowed up to two characters of any one species. Exceptions will be granted with an approved special application.
If you need a special application, find it here:
hiddennirvana.proboards.com/index.cgi?board=avaoffice&action=display&thread=27
_SPECIAL CHARACTERS_
Hybrids: Characters with parents of different species are allowed if the two species in question are known to produce offspring that survive to adulthood. They may be bred in game or @requested with a special application. They are only able to have offspring of their own if their real-world equivalent can and their maximum litter size is cut in half.
Rare Colors: Characters will normally only be accepted if they are the standard color(s) of their species. 'Rare' is defined as colors not normally found in the wild. It includes colors which are possible but not proven, but not invented. This includes albinism in any species, white tigers, and king cheetahs to name only a few. These characters require a special application unless bred in game; rare colors are tracked by the headwizard using realistically simulated DNA. When upcoming litters are announced, the headwizard will indicate whether or not rare colors are allowed in it.
This would be a good moment to mention this muck's policy on inbreeding: anything first cousins or closer is too 'Ew' to be allowed.
If you need a special application, find it here:
hiddennirvana.proboards.com/index.cgi?board=avaoffice&action=display&thread=27
_GROUPS_
How to form a new group:
Step 1 - Come up with a basic idea.
Step 2 - Ask the headwizard if a group with that basic idea will be approved - the needs of the whole muck need to be considered.
Step 3 - Once the basic idea is approved, flesh it out with details: the group's name, hierarchy, and succession of leaders are a bare minimum; it's even better if the general culture and beliefs written down.
Step 4 - Ask the headwizard for approval of the fully fleshed version of the group idea. It should be consistent with the semi-realism of the muck and different from other groups (especially if there is another with the same primary species).
Step 5 - Once you have approval, it's time to start gathering members. Groups will not be officially recognized until they have at least 5 adult characters with different players.
Step 6 - Once you have those 5 characters, the group becomes official; you get an officially @group listing, a channel, a sub-forum, and specially designated territories.
Rules for group leaders:
Each group is required to have at least two leader characters at all times.
No one person may have more than two leader characters in any group at any time.
A character may not pass their leadership position onto a character played by the same person.
Sub-leaders of any type are not considered leaders for any of the above rules.
While there are no activity requirements, leaders are expected to keep their characters active - logging on your character but not roleplaying does not count as active. If you often find it difficult to find time to roleplay, then you should not seek out or accept a leadership position. If all leaders of a group become inactive, contact the headwizard for options.
Other notes:
Groups do not need to limit who is allowed in their group based on species.
Groups will be considered defunct if the number of total characters in it goes below five.
The size of territories are based on group size; one room for every five members. Territories may overlap.