Monday, May 24, 2010

Playing the Game: My character is my own

I was actually debating whether to put this entry under the "Loading the Canon" series or under the "Playing the Game" heading. There's elements of both here, but, in the end, I decided it's more about Gaming than specifically Firefly cannon. In fact, what I'm going to touch on here could apply to any campaign setting, not just Firefly.

Over at Chrysalis, my friend Imrhien's Character blog, she did a recent OOC post about players dictating terms to other players. It's well worth a read. The basic gist of it comes down to the only people who can tell you what you can and can't play are the Game Masters / Admins of the sim you're playing in.

In other entries I've talked about Cooperative Story Telling. In an environment like Secondlife, it's all about cooperative story telling. The Firefly sims, more than some of the other genre I've looked at, allow and expect a lot of ebb and flow of characters playing in multiple places. Even when a player doesn't take their character to other sims, all of the sims are treated as existing in the same campaign universe. When Lily Snoodle (a favorite example) spends time on MacLaran's Drift, or Washtown, or Londinium, or Hale's Moon, it's the same Lily Snoodle. Same character, same campaign.

If an individual Admin/GM has an issue with any given character or concept, they can feel free to tell the player that character isn't welcome on their grid, and to personally ignore any story lines involving that character. Or, probably better, since their players may be involved with the character they don't like, they can 'filter' story to better fit their own arcs. It's something I touched on in the post on Set Pieces.

Imrhien's post was about one GM/Player/Admin essentially declaring control over an entire archetype of characters in the 'Verse campaign. Since I don't have any direct experience with the Companion's Guild as it's being run now, though have RP'd with Companion characters in the past, I can't really say anything about how the Guild is run. Though I can say, from multiple perspectives, that anyone declaring they have an over-arching position that affects everyone else's slice of the campaign, is a Bad Idea(tm).

An example?

Firefly's Canon established that the field commanders have a fair amount of leeway in how they handle their commands. In the Firefly game in Secondlife, that lets Alliance in each sim (or set of cooperating sims) to have the Alliance military act appropriately for their story, without adversely affecting the stories that happen in other people's sims.

Your "Alliance Commander" is "An Alliance Commander," not "The Alliance Commander." You want to play a high ranking Alliance Official or Military Officer that isn't directly associated with any particular Sim? Sure. Why not. You'll just be "out of your jurisdiction" and any "power" you have is strictly with the cooperation of the other players. Not to say they won't play along! A lot of our players are quite good and will be willing to run with something new, but they don't have to.

So what does it all mean to us as players?

Ultimately, we have control over our own characters. The only person/people who can make us change anything is the GM/admin for the game we're in, and even that is only in the context of their slice of the 'Verse.

A GM can say "Don't play that here," but they can't say "Don't play that anywhere." Well, they can say it, but they can only enforce it in sims they work with.

Though, I will add that if any of the GM's tell you "your Furry Klingon cyborg hybrid probably doesn't belong in the 'Verse" you might want to heed their advice. A lot of the admins and GM's at least try to work together to make it easier to play across multiple sims. While they may not have authority on other parts of the grid, their opinion may well have some weight.

To be fair, it's probably best to not declare yourself in a position of power over other characters without working with other people first. Declaring yourself Cruiser Captain with an NPC crew, or putting together a PC crew, is one thing. Declaring yourself a Fleet Admiral in control over all the Alliance Military in an entire star system is another.

You get the idea.

Thursday, May 13, 2010

Playing the Game: Setting the stage

I thought I'd actually done a post on this previously, but it turns out it was just a series of conversations between myself and a number of other players. When Jai pointed out that I hadn't actually written anything about it in this venue, I decided to rectify that.

It's actually a subject I've been thinking about for a while, but never really known just how to write up. The subject in question is "set pieces."

I've touched on this tangentially in other entries on playing in Secondlife, but never directly: using other people's sims as sets for your own RP. Given the footprint, prim, build skill, imagination, etc., limits, there'll be a lot of times when you simply can't create the set you want for a particular scene. It can take a lot of time, effort, and prims, to build, say, a high tech medical center or really convincing derelict spaceship. When your own sim's set up as a mining colony or City Center, you might not have the resources to build the set.

That's where the use of set pieces comes into play.

The gaming community in Secondlife has created a broad, broad, range of sims for people to RP in. They span the full range from High Fantasy to seriously high tech Science Fiction, with everything else in between. Want a medieval forest? It's there. High tech ship yard? Got it. Run down urban chaos? Yup. Desert? Airless rock? Space station? Derelict ship? High school? Castle? Tavern? All there. Every one of them and probably twenty more I didn't mention.

In many ways, this is a huge opportunity for the players. But it also comes with some serious perils. Each one of these sims was built for a specific reason, usually as the setting for some specific game or RP campaign. Each one of these sims will have its own paradigms, rules, expectations, staff, regular players, etc. Some of these sims will be more welcoming of outsiders than others. Where some are actually designed for general purpose RP in, others can be very hard core about it being their setting.

In general, Rule Number One of using Set Pieces is always respect the staff of whatever sim you want to use. Chances are, if you ask first, they won't mind you coming in and using, say, the MedLab on Babylon 5, to represent a high tech medical facility on some core world. The thing is, ask first.

Rule Number Two should be never interfere with the local RP. If you've followed Rule Number One, the locals may be willing to participate as extras in your plot. If they're familiar with your campaign ('Verse, B5, Trek, Star Wars, etc) they may even be able to do a credible job of it. Even then, if you can keep campaign specific references out of it, you can probably interact without issue.

There are a lot of sims out there that are sparsely populated when the "scheduled game" isn't going on. If you're looking for a set piece, it's often possible to simply borrow a space when no one else is using it. That doesn't supersede rules one and two, but it may well give you the option of popping onto an empty set, doing your piece, and popping out without interfering with anything the locals have going on.

Finally, there's running with a bit of 'temporary integration.' Being a little more flexible in your own RP when you're on someone else's set may open up even more possibilities you wouldn't have otherwise. You can always retcon out the inconsistencies added by the locals when it comes time to move your story on.

For example, from the 'Verse perspective: There's a lot of crossover between the Firefly players and the folks on Al Raqis - a Dune sim. The Firefly players can, for the most part, treat Al Raqis as if it's just another world in the 34 Tauri system and ignore the obvious inconsistencies when they're home.

This is a topic I may return to later. One of the recurring, closely related, themes in some off-screen conversations has been how to best maintain Campaign Consistency, while still allowing enough crossover to keep an active player base. Honestly, it's not something I've entirely figured out but is something I plan to explore in future posts.