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:: Saturday, January 25, 2003 ::
~Realm Wars Update~
Kartacian/Vehlah’Ran Ties
My, oh, my! Things are not going very well for anyone at the moment. Where do I start? There’s just so much to say on this subject.
Alright, first out of the start gate is Draxx. While we still don’t know very much about him yet, the ex-Defender’s stance is far too smug for my liking! The man is up to something, oh yeah.
In the post “Draxx is not happy”, we get a small but decent glimpse into this evil emperor’s psyche once more. As an example, he ends up snapping the neck of one of his poor console operators for the officer’s inability to detect the good guys’ escape - which happened to be orchestrated by a renown Dornian strategist, the Prince von Fernley. Draxx, on the other hand, seemed well aware of his adversary’s cunning nature and yet despite that understanding couldn’t find it within himself to save the life of one of his lowly, and much needed crewers! Draxx is a mean, mean man. A chilling moment to see such disregard for life but you know how it goes. It’s tough being the king!
Taking out the trash and clearing up some of the paperwork is always good business though and we can’t fault Draxx for keeping his den clean. Draxx just needs to be careful in not stripping himself completely bare of assets - I mean, the ones that breathe are so hard to come by these days!
What concerns me though is Draxx’s non-chalance throughout the escape attempt of Hans and his party. Not only is it learned the Prince of Dornia, the Duchess of Mosely, the Psyseer Seran and the Wing Commander Torrin have escaped their makeshift cell but that Prince Stuart, the Caledite Kalen and the Colonial warrior Alvis have landed aboard the Harrow to help in freeing them. You’d think Draxx would be a little more anxious about such a threat but alas, in true Draxx fashion, he enviably remained cool as a cuke.
LOL, for as cool as Draxx is in his duty toward his agenda, Stuart and Kalen are altogether different stories! Ever since the two of them have been thrown together, and since Stuart did not heed the Andomina’s request to return the Caledite, it would appear Stuart has made his own mess of things in forcing a partnership between them. It is no secret by Stuart’s tone that he dislikes the Caledite very much. The stubborn prince has said numerous times before that Kalen is of no value to anyone. So why then rely on him during a rescue mission of great import? You see, where Draxx is cool, Stuart is fire. Kalen is fuel for that fire. By either choice or circumstance, Stuart and Kalen are forced to work together to free his friends.
Be that as it may, Stuart, Kalen and Alvis are all that stand between freedom for the Harrow captives and probably death by slow torture at Draxx’s leisure. Given Stuart and Kalen’s nearly brotherly antics, I’m really not sure what fate would be the more ideal! All throughout the rescue we see instances of name calling, bullying and even slapstick. That is until they have a common enemy to throw their frustration with each other at.
Coming to land aboard the Harrow with Necromancer - a sleek, technologically advanced ship very much in line with Vehlah’Ran grade equipment (uh-oh!), Stuart breaks from the group and heads out on his own to do as he must. Alvis and Kalen are left back at the Necromancer to await Stuart’s return with those who had been held captive. Stuart lands himself on one of the Harrow’s double bridges and from there is able to locate his wayward friend and future bride. A comedy of errors ensues as each group make toward the other, Draxx in the background waiting like some deviant predator out stalking his prey.
In Stuart’s search for his friends, he ends up being led farther down into the ship to a specific point by Draxx. In an old galley kitchen aboard the Harrow these two mortal enemies go at it with each other. Using what are called Torrs (the Kartacian version of a light saber), the two men do battle. Quite quickly Stuart finds himself disadvantaged he having lost his Torr and he's forced to take cover while Draxx opts to fire laser volleys at him with a rifle that had been previously discarded. Not only that but Draxx, well aware of the Kart (the Kart is an extra, small, inner lobe of the Kartacian brain and is used for processing electromagnetic frequencies), drops a dampening field down around them forcing Stuart to fight without it. Man to man. Kartacian to Kartacian. Defender to ex-Defender.
Stuart might have been down but he was not out. Having access to a horde of kitchen ingredients, while Draxx is spouting off at the mouth like all good bad guys must do, Stuart is busy gathering and compiling the necessary substances to put together a makeshift bomb of a sorts. When Draxx finally has Stuart cornered and when it appears as though our hero might meet his end, that is when the young prince trumps in. The end result is that both Draxx and Stuart are equally disadvantaged, their weapons having gone dry and both their Torrs out of reach.
The tension is palpable as the two stare each other down until Stuart’s Kart is reactivated and he calls his Torr back into his hand. Now armed, Stuart turns the tables on Draxx finding his freedom after burning a hole into the wall behind him and escaping through it.
Meanwhile, back in the trenches, Hans, Alycia, Hia’a and Jade are dealing with their own setbacks. In their escape attempt both Hans and Alycia ended up wounded to some degree or other. The potential for even more damage being inflicted upon them escalates when Hans informs Jade that they will be leaving without the Colonial doctor - something Jade decides she won’t allow. The quartet go over the possibilities of freeing the Colonial doctor but it is Hans who somehow manages to placate Jade with his decision. Despite the need to leave the Harrow as quickly as possible, Hans agrees to a quick search to appease Jade, though he seems to know how futile the effort will be. Jade, in true Jade fashion, threatens his life should he renege.
Draxx for his part heads back to the bridge after the debacle with Stuart. There he is informed the Necromancer is aboard with two passengers inside her who Draxx suspects are waiting for Stuart’s return with the prisoners. Putting the Harrow on alert, Draxx is want to curb the damage Stuart could do here. Draxx doesn’t need the aggravation, not while Avren remains in the Battle of Phillipi right off his flank and basically within monitoring distance! It wouldn’t do for Draxx to be shown up by his arrogant rival, especially not before that Lord Avren. While Draxx is powerful in his own right he still lacks the necessary support to take on Kartacia in a war and therefore Avren becomes important not so much because of what he is but rather for what the Chrysalis would be able to afford the rebel with regard to intelligence and munitions. Playing the player... you go Draxx!
So with regard to Draxx’s rationale at this point, he orders his men not to interfere with the prisoners' escape efforts - plainly stated, Draxx prefers them off his ship before they manage to ruin everything. This edict leaves me to believe that ultimately Draxx got what he wanted from his prisoners... whatever that might have been....hmmm...what are you up to Draxx!!
Eventually our good guys, Stuart, Hans and gang, come together in a conduit somewhere in the ship. Stuart leads the rag tag group of escapees back toward Necromancer, however, typical of the misunderstandings so prevalent in the Caledite and Kartacian’s relationship, Kalen mistakes the approaching group for hostiles and begins shooting at them! Now how funny is that?! These poor guys. I laughed my ass off, I’ll admit it!
NOTE: the author who writes for the Kartacians has done a wonderful job with humor. It seems to be Bruce’s niche. A well done segment.
Finally able to gain access to his own ship, Necromancer lifts off and is away without anything more untoward happening to it... but that, as it turns out, was just the beginning for them!
Now aboard the Necromancer, Stuart has Kalen plot a course back to Talon, the prince’s residence, where they will be safe. However, before they are able to land, Kalen’s body, used to the cold and without his proper meds, shuts down he going critical in under seconds. In the midst of this medical emergency we see some crucial interaction between Jade and Stuart. It seems those two would be on the opposite ends of an argument just for the sheer hell of giving each other grief! Not a way to win allies you two!!
As it turns out, with Hia’a’s help Kalen is stabilized and just in time too although his near death experience has left Hia’a very taxed. Immediately upon landing on Talon Prince Stuart gives the Psyseer permission to aid in the Caledite’s recovery. It is learned as well at this point that the Talon system has been shut down because of Cylon movement. Jade is unable to open communications to Vehlah’Ra which would have enabled her to inform the Andominaen that both she and Hia’a were safe.
The need to call home dies a quickened death when Stuart and Hans’ conversation is overheard on Talon's tarmac. Jade finds out that while aboard the Harrow waiting for Stuart to show up Kalen had authorized a search - but a search for what remained to be seen. Either way, when words such as “Non Maker” are tossed out by Hans who should not have known of the term, to say Jade’s curiosity has been peaked is an understatement. Something happened to Prince von Fernley, Jade’s infernal appetite for answers demanding resolution. We know by reading that the Dornian prince had just come back from meeting with the Kobollians. Hans had mysteriously felt the urge to take out one of the vipers Kartacia was experimenting with, he taking off in it shortly after landing back at Talon and hence his knowledge about the Non. But what has me speculating here is what might have happened to him while onboard the Harrow with Draxx. Maybe it’s just me being the suspicious person I am, but I think Draxx wanted Hans to have his freedom - and his life... I’m just not sure why!
But I digress...
Stuart makes the decision to take Necromancer out to the region of space Kalen’s search parameters have indicated while the Caledite is busy in the infirmary. Against Stuart’s recommendation, both Hans and Jade join in his journey of discovery. I think this was much to Stuart’s dismay, LOL!
Taking off once more in Necromancer, Stuart, Hans and Jade quickly arrive at the proper co-ordinates. As it turns out, the co-ordinates bring them into the Veil. From their location they are able to see into both realms, the corporeal and the incorporeal. Both Stuart and Jade react in time with the image of the cloned Non lurking about and just waiting...
Vehrik immediately senses his scion. Jade’s presence aboard the Necromancer is what tips the cloned Non off to Stuart’s position. Had Jade of not been present, it is unknown if Vehrik would have been so eager to attack. If attacking them was truly its goal. In short order the Non’s dark essence is working on pulling Jade into it. Unable to escape, not even with the combined strength of the Defender and herself, she is forced to rely on Stuart and Hans to save her.
A wondrous sight then ensues as all the Makers rally to Necromancer’s side forcing Vehrik to back off on its attempts. Jade collapses as she and all aboard Necromancer are violently yanked free of her father’s grasp. Back in the mortal realm, Vehrik graciously sends a Kraken after them as recompense for their meddling yet once more.
Without recourse against a creature of such raw power, Stuart is unable to fend off the Kraken. Just as the incredibly huge maw of the mythical beast closes around them we are brought face to page with an intriguing twist. Instead of the trio dying they end up being saved by what I’m guessing are the Kobollians. Now, I say guessing because I’m not really sure. The male who speaks to Stuart and Hans about what is going on has been portrayed in a very “Gandor the Gray” sort of way. There is even an elfin woman tending to Jade who is recovering in another room. What has me thinking they are Kobollian though is the type of speech the wizard styled character engages in with Stuart by using what is distinctly a Caledonian dialect. And we know the Caledites are descendants of the People of Light. Much is touched upon in the conversations that take place here but as of yet, there are still no concrete answers....
NOTE: In all, this thread was an interesting read. It had elements of action, humor and pathos. The action was fast paced and tense. I enjoyed reading it and look forward to learning the secrets we know Kartacia is hiding!
As for the Vehlah’Rans, things haven’t changed much for them. Joshua has learned one of Vehlah’Ra’s newest battle cutters has gone AWOL and the incident has sparked fear into the hearts of all who know about it - especially if their technology was to fall into the wrong hands. With the Kartacians formally accusing the Vehlah’Rans of attacking their relay stations, Joshua is want for a quick resolution to his problem. Not knowing the whereabouts of Nian’s Hand means he cannot definitively say with any degree of certainty whether or not one of his team is truly at fault for the attacks against what is hoped to be their ally.
Out of options, Joshua’s second in command, First Class General Anula Azari, volunteers to take out Cira’s Hand, the youngest battle cutter in the Vehlah’Ran fleet and the most technologically advanced. Unwilling to bring any more eyes and ears into what has all the earmarks of a Poison’s attack against them, until it is proven, Joshua must tread very, very carefully.
The Vehlah’Ran common thoughtbond has been polluted with anti-orgon and this shift in alignment has turned many a loyal Vehlah’Ran into a tool of the Non’s. Figuring the captain of Nian’s Hand has been compromised, and with Kartacia’s accusations of aggression hanging around their necks, Joshua needs to quell the rising tide of bad luck they have been experiencing. In an effort to bring Nian’s Hand in before she can do any more damage, Joshua assigns Azari to take over Cira’s Hand and hunt the sister ship down using whatever force is necessary.
Just when things couldn’t possibly get worse, just after passing Azari her orders, AFP Fleet Admiral Chaic rouses the High General from his rage to bring forth allegations of treason.
Imari, submerged in her duties as Andomina is still unaware of the circumstances concering Nian’s Hand but she is about to find out. Word has yet to filter back to the Andominaen with regard to Nian’s Hand last known location and antics. Under the guise of a drill, Captain Rohl has used her ship and officers to inflict even more damage on the Kartacian listening posts lining their borders and inner empire. This time, the targeted relay station was just outside of Mosely, a system under Kartacian rule. By taking this particular station out, the crew of Nian’s Hand, and by extension the Vehlah’Rans, have effectively made it easier for the Cylons now threatening to overrun this sector to do some real damage. These actions only serve to erode the foundations Imari is struggling to build with the Kartacians - and this all according to the Chrysalis Avren’s plans.
The Freighter Harbinger
Hehe... these poor souls...
Alright, so Gerard sides with Devon on the Seraph Athena’s request to tinker with the Harbinger. We shouldn’t be surprised by the decision either. Devon, the ship’s engineer, can get downright ornery about who gets stroking rights, something I think Athena can appreciate, she having a penchant herself for all things that go ‘vroom’!
Not long after they are allowed some quiet time in their own separate quarters, Athena finally gets her meeting. With everyone called into the Harbinger’s conference room, once again we see the dynamic personalities of each character put into play.
NOTE: Chris’ use of conversation and description in these posts is phenomenal! He’s done a wonderful job giving each of his characters a unique perspective via their not so savoury backgrounds. Each was allotted an appropriate amount of time in the sun so allowing us the opportunity to really get to know them as well as providing us a decent feel for the situation. Chris’ grasp on each of his characters has made for a very easy read. Great job, Chris!
At the meeting...
Denna, the counsellor sent to help evaluate Alerick’s mental status, seems to be the odd man out. Not liked because of her profession this woman is left to fight the crew’s insecurities on her own. And she doesn’t have much luck with the flighty crewers either. Empathic, Denna is forced to not only battle the crews misconceptions of her but she must also find a way around the emotions assaulting her from all sides. She is highly sensitive to those feelings around her and as such they have lead her to react like she might be unstable herself. Her efforts appear to be genuine with regard to wanting to help the crew unfortunately the situation that ensues deprives her of any opportunity.
Devon, the engineer, is present with his ever faithful sidekick, Za’Dir, a Vehlah’Ran engineer.
Goran comes along quietly too with Castor running interference between him and the cantankerous engineer. Devon and Goran are not the best of friends at the moment it is learned. Having already gotten into a fight earlier, they are sure to sit on opposite sides of the conference table effectively out of each other’s reach.
Pilla, one of the Harbinger’s shuttle pilots, stays pretty much to herself during the meeting and not much insight is gained with regard to her.
Athena, having already debriefed the crew about her and Alerick’s plan gets sidetracked during the meeting when Devon turns to Gerard, the inexperienced acting captain, and asks him if he can feel the Harbinger’s engines driving hard. Gerard at this point tries to raise Shawna who had been sent to the bridge on watch hoping to find out the answer. When she responds, it is not with what anyone could have ever expected.
For reasons of her own, Shawna has turned against the crew. We discover she had been given orders in her past to get close to Alerick and that when the time was right she’d receive further instructions by her contact on what to do and how to proceed. Well, those instructions finally came through while the crew were in the meeting with Athena.
There are many factors driving Shawna at this point but chief among them are her feelings of unrequited love from Alerick. While it was her objective to get close to Alerick, it was not her intention to fall in love with him me thinks. In her own twisted way, now that she sees Alerick will go to the ends of the universe to get to the Seraph Cerina, she uses that feeling of abandonment to fuel her resolve and take out her anger against the crew.
Once Shawna received her orders from her contact, she went to work locking the crew members in the conference room. Ironically, we discover too that this conference room was also the ship’s brig. According to Devon’s explanation, at Shawna’s urging, and knowing about each of the crew’s less than illustrious history, Alerick gave her permission to secure the room just in case it proved a necessity.
It turns out Devon built the room while Shawna did all the electronics and programming. She knew the lock-out codes and so took advantage of the situation and the room once her orders came through. Locking them in with no way out, the jaded shuttle pilot plots a course that will send the Harbinger onto a direct path with PC-5. With no one to countermand the order, Harbinger has effectively become a missile.
Under her own rationalizations Shawna decides that end is not good enough. She wants them all to suffer. With the possibility PC-5 could actually derail her grisly plans for the crew by stopping the ship from impacting with the planet, Shawna ensures the kill by activating the rabbit whose parts have all been removed by the AFP earlier. If PC-5 doesn’t get them then the rabbit surely would. Without the rabbit in place, and with Harbinger’s engines at full and pumping fuel into her drive lines, the ship has become leathal on it’s own merits. According to Devon and Za’Dir the ship will either explode from uncontrolled burn and kill them or they will die from the pictides being produced by the remaining components of the rabbit as it tries to convert the fuel into something the HD drive cylinders can use - namely tactides. These pictides, if released into the air, are deadly. With the engines inproperly converting the fuel and with Harbinger's already corroded drive lines, the engine room has become a deadly arena, it saturated with pictides. Pictides will act as a corrosive agent not only on the ship's internal structures but should a being come in contact with them they will also erode an individual's physical composition. Not a pleasant death and reminiscent of the Wicked Witch of the West as she's doused with water!
Locked in a room and gunning for PC-5 like a freakin’ missile, the crew needs to find a solution and fast. With the only viable way out being a tiny vent in the ceiling the decision is made to have the two smallest people crawl into it and hopefully free them from the other side. Gerard, acting captain, must make a decision. One person would head to the bridge while the other would head to engineering and quite possibly their death.
Athena was out as a choice since she was needed to get her sister under control. Pilla was the best shuttle pilot they had so that ruled her out. Denna was small enough to fit through the hole but she's needed to help evaluate Alerick should they ever recover their wayward captain. Devon was one of the last Colonial engineers left alive and therefore too valuable to lose and Goran was the next best thing they had to a computer whiz. That left Gerard and Za’Dir as the only two who were technically redundant and small enough to fit into the vent.
With Za’Dir and Gerard being the only two viable options, the decision is made. Gerard orders Za’Dir to crawl into the vent and to head for engineering while he takes the bridge. Devon is beside himself with Gerard’s decision, the ol’ engineer having grown quite fond of the Vehlah’Ran. Like it or not, however, Gerard’s decision was the right one.
Not used to the strains of command it is surprising to see Gerard rise successfully to the challenge. We get a glimpse into Old Smoothie here and find out that perhaps he’s not the brash young man he has lead everyone to believe he is. The man does some serious soul searching in the short time he’s allowed and it is at this moment we see the diamond through the rough.
According to Old Smoothie's creator, Gerard seems to be at the beginning of what promises to be a truly amazing metamorphoses and we can only wish him luck.
Now, with Harbinger in imminent danger, the race is on. Since Shawna is already aware of their movement through the duct system, will Gerard and Za’Dir be successful in their attempts to slow the ship?
Poor, poor Athena... not one for the sidelines, the stress of not being able to help at the moment is having its affect. If she’s not given something to do soon, my guess is she’ll blow and then no one will have to worry about the status of Harbinger, lol! Mind you it’s not like Athena will let anything happen to her or the ship, especially not with little Kiimo nesting in her silvery tresses. No harm can come to Kiimo after all, not after she rescued the pocket dragon from a similar fate decades ago.
During the unfolding crisis and with no assigned task to perform for the captian, Athena gets busy herself. She raises her cousin Kayle on her Guard issue head-set whereupon she is told Kayle and Riven have Alerick in tow. The conversation between Alerick and Athena is still unfolding and we’ll find out what becomes of it when next they post.
And finally that leaves Jaquita who is still sitting in her stolen ship waiting for someone to give her the time of day. Oh Jaqui, being the last one invited onto the dance floor will have its advantages this time, lol. Good luck!
The Bad Guys
Twisted. Twisted. Twisted. I will be the first to admit any relationship between Avren and Cerina is a scary thing... but to see them get along so well of late is just NOT RIGHT! Avren and Cerina each have their own agendas and what’s so funny is that it requires the both of them working in tandem to make it all work. Well, if they don’t end up killing each other then the realms are doomed if they have their way! All I can say is - SOMEBODY STOP ‘EM! –> a la Jim Carey in The Mask.
The New Kid in the Realm
Axel is quite the new addition to RealmWars! What an outstanding job Raven, the author, has done bringing to life this most unique and wonderful character.
From the word go Axel was thrown into the belly of the beast and she performed admirably. Caught between a rock and a hard place, Axel had been dragged along with Cerina on her quest to retrieve Jaquita. Unable to accomplish their goal, the dark Seraph displaced them to the Battle of Phillipi, the Chrysalis Avren’s temporary berth. Now before Lord Avren, Axel learns from Cerina that with the Horizon’s current status she has no work. To make it up to the tech wizard and to score brownie points with Avren, Cerina offers her a position with the Chrysalis’ crew knowing Avren would not turn the deal down given Axel’s rather unique knack with inanimate objects.
Accepting the new job, Avren dismisses the young she-animal whereupon Axel retires for the night in her own quarters aboard the Phillipi. While napping an explosion erupts aboard the vessel and the repercussions of it are felt in her dreams. There, in her dreams we see into Axel’s past, to a father who gave his life for her. We learn some of how Axel came to be in the situation she is now in and truly it is a sad tale. Awaking from what turns out to be a vivid nightmare, Axel is confronted with the aftermath of the explosion.
Not wanting anything at all to do with what is going on, the young Arkine looks for an escape. Noting the security at either end of the corridor Axel is forced to consider another route. Searching out her room she makes for the vent and effortlessly scales the wall to it. What remains to be seen is where she exits, lol! Is this a case of going from the frying pan and into the fire or is it true and the grass is always greener on the other side? Hehe.
**********
K, that’s it for now. Let’s see what the next few weeks bring us. Right now things have slowed down for our writers since many of them are involved with a behind the scenes project of a sorts. Their schedules will be free shortly and hopefully we’ll see some resolution to what is going on! I don’t think I can wait that long though... this story arc is turning out to be tight race and as such a real nail-biter!!!!
:: The Seraph Chronicles 10:40 PM [+] ::
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:: Monday, January 13, 2003 ::
~Realm Wars Character Update~
We regret to announce that “Sonny Crockett” will no longer be participating in the RealmWars Sim. Due to conduct unbecoming stemming from creative differences, it was unanimously decided by the RW gaming managers to revoke Mr. Crockett’s membership. We wish him all the best in his future endeavours and hope he’ll take the advice given him under advisement. This was all for the best and we maintain no hard feelings.
Below you will find a copy of the final decision as made by the RealmWars Grievance Council:
Dear Sonny:
As you are probably aware, the RealmWars Game Manager team met on Sunday night to discuss the validity of your grievance against Andrea and your request for a rewrite concerning post #1134: You And Who's Army? Pt II –– written by Thunder Child on 11/19/2002. Each GM was given 72 hours to read the post in question as well as your subsequent letters to some of them pleading your case. What follows are the results of that meeting.
To first address the matter of the rewrite, the GMs examined the contents of your Scorpio posts #1115: A Small Cut Of The Action submitted on 11/14/2002 and #1132:You and Who's Army? submitted on 11/19/2002. These posts served as a guide for your character’s general position and choices in courses of action prior to and during the post in question. They also served as a rule of thumb for the GMs in establishing a rational chain of events.
What follows is a point-by-point assessment of your allegations:
One of your claims was that Andrea’s post ‘lured’ Scorpio in by sending a SEC scout patrol to his location. Post #1115 clearly shows the procedure her characters were to follow in the event of confirmation:
--Andrea’s post--
"Do not approach. Units who come in contact with this suspect are required to maintain distance and notify 1-0-1 upon confirmation.”
*****
In your response which follows, it is you who have taken Andrea’s mention of the PC-5 SEC scout patrol and chosen to write the approaching vessel as being on an ‘Impact Imminent’ course with the Scorpius:
--Sonny’s response--
"I knew something wasn't right about that one," Scorpio muttered under his breath.
"Uh -- Boss?"
"Yes, Sidra."
"We've got Snake Eyes {OOC: Impact Imminent) -- on screen, sir," the helmsman replied. "That little ship is coming straight at us -- forward port."
*****
Further in the same post, you as the author make the decision to bring the PC-5 SEC officer on board without his being in any danger prior to being abducted.
--Sonny’s post--
"And another thing," Scorpio went on, "as to intercepting the local law enforcement? -- Would it have been better just to let you die, or to save your miserable hide? So for saving your life I guess I'm guilty --" He looked at Theo in all seriousness, but his next action belied that. With exaggeration he put his fists together palms down, and held them up and away from himself at the other man -- wrists bent downward. "Take me away, of-fi-cer," came his drily humorous remark.
*****
You assumed Andrea would write one of the patrol vessels as discovering the Scorpius but, instead of waiting to see how she played it, you took it upon yourself to take the course of events into your own hands. Not a problem but, like it or no, that means it was you who got yourself into this jam!
Why Scorpio felt Theo would have died had he not tractor-beamed him into the Scorpius, makes little sense since that would mean Scorpio would have actually sat there and let another vessel T-bone his pride and joy without making any effort to protect it, i.e. falling into evasive’s -- a command your character should have logically given considering his goal was to maintain anonymity.
Another of your claims is that Scorpio would have reacted differently had he known Andrea’s SEC character was going to draw a weapon in response to the group awaiting him in the landing bay.
--Andrea’s response--
indication that someone had very quietly and calmly walked up directly behind the man who was leaning against his small ship.
"Well if it isn't Theo E'Layon," Scorpio spoke right behind the man.
Theo spun around, weapon drawn and pointed at the new voice. A shiver ran up his spine and he did a little shake to rid himself of the spooky feeling. His eyes narrowed at the man who wore the same type of crimson uniform the others were sporting. "Do I know you?"
Scorpio stood camly at his full six-foot height before him. "What's got your muliebral panties in a bunch?" he paused.
"Look, uh, mister...." Theo began, leading the man before him on a verbal chase in his search for a name to go with the face. He lowered his weapon to a less menacing position but an equally deadly one nonetheless.
*****
In our opinion, Scorpio acted rationally here. He did not want to draw attention to himself -- at any cost. He seemed well aware of the thin line he treads with authorities there and was trying to look like the big hot shot he’s probably reputed for. Not a problem. Then you see Andrea’s post and decide you’d rather have Scorpio ducking and rolling out of the way, etc. –– such a change in behavior now implies your character is prepared to react aggressively –– when a few paragraphs earlier, Scorpio was adamant the muscle he positioned around the SEC vessel would be nothing more than a ‘show’ of force:
--Sonny’s post--
Scorpio smiled -- a glint in his ice-blue eyes. "Tractor it into the landing bay -- through the 'jaws of death'." He chuckled.
"You got it, Boss."
Scorpio looked up and around at his head of Security, who had just stepped onto the Bridge. "Ogre."
"Yes, Boss."
"Take Perdaris, and three others down there to meet our new guest," came the quiet order.
"Yes, sir." He paused. "Do you think that much is necessary?"
Scorpio grinned. "No -- but let's just put on a big show."
*****
This excerpt seems to indicate Scorpio is only too familiar with the fine line he is walking with PC-5, not to mention with the SEC service, and implies he is prepared to keep the untimely meeting with Theo on an even keel.
The new version of Scorpio’s reaction (rolling out of the way of Theo’s gun -- which was not firmly aimed when first drawn) would appear uncharacteristic and contrary to his original plans. You cannot maintain Scorpio would have expected Theo to be unarmed, nor can you claim Scorpio would be surprised to have the officer draw his weapon on him. He’s the one who has decided to hang around in a crime hot zone -- just how long did Scorpio think it would take for PC-5 to notice him?
To address the reaction of Andrea’s character, we find Theo had reasonable grounds to draw his weapon. In fact, he has not just one but four valid reasons to brandish some protection. He has been abducted, he is in foreign territory, he is surrounded/outnumbered, the head honcho sneaks up behind him AND signals his men to prepare. For what Theo can only guess but he has to think fast to stay in control of the situation and stay safe.
After an in-depth review of the aforementioned posts and excerpts, we, the GM’s, arrived at the unanimous decision that Andrea’s character Theo reacted reasonably throughout the post, considering his situation. Scorpio is a felon so one assumes he would prefer to completely avoid any legal entanglements. This can be difficult when he is orbiting a highly policed sector of space but he should expect PC-5's routine hassles, loopholes, etc. Most of all, Scorpio should expect habitual local officials to be in the area and either have some cheesy line to feed anyone who tags him so they’ll usher him on his merry way or have a plan for avoidance.
The moment that tractor beam came into play, Sonny, you as an author, raised the stakes for your character. You made a pivotal decision as to the level of involvement Scorpio would have with security officials. Instead of letting them snoop around while his vessel evaded, –– Scorpio freely chose to become directly involved with the local SEC boys by deciding upon the flight path of that SEC officer’s vessel.
While the above explanations served to satisfy the GMs decision to let the events of the post in question stand, what came under heavy debate, Sonny, was the manner in which you handled this entire situation. This is not the first time you have had to be reminded of the unprofessional tone you tend to employ when addressing other members of the group (the first incident being your complaint against Cricket’s character). You ignored standard procedure (which was to first send an informal and friendly e-mail to the group member in question regarding the problem before taking the first official step in lodging a grievance) but thankfully your aggravated letter was first seen and subsequently handled by the GMs.
In light of your first warning, you should have made every effort to rethink your approach when e-mailing other members and should have initiated your complaint through the proper channels -- an informal e-mail to said author. Most complaints don’t usually go any farther than this step as such trivialities are oftentimes quite easily resolved between players. You started out on the right track by e-mailing Andrea but you did not allow her sufficient time to respond nor did you stop there. You went a few steps further –– steps which had you crossing that line we clearly delineate in our game rules as being a line only GMs can cross. When a complaint is not resolved to your satisfaction, that is when you take the next step. You did not even wait for the conclusion of the first step before pestering other Gms with your pleas, which forces us to look beyond your qualifications as a writer and question your rationale as a person.
What you hoped to accomplish by sending letters privately to GMs, we would prefer not to even imagine. Every one of your notes were replete with snide comments and callous, unfounded accusations against another player -- both of which only deepened our cause for concern over your personal involvement and seemed to indicate your poor grasp of where the character realm ends and the author realm begins. Events which transpire in this Sim are not to be taken literally or personally by ANYONE. This is a game, nothing more...and certainly not a venue for unsolicited personal attacks.
Being the reasonable individuals we are, the GMs found your subsequent privately addressed letters to be acts of desperation that were in poor taste and deleterious to your grievance. If anything, they were considered as evidence to support our view that your actions resemble a poorly masked attempt at subversion.
Plainly stated, approaching GMs in the manner you did was unprofessional and served only to aggravate a simple situation which did not need to be blown out of proportion as you endeavored to accomplish. As we have repeatedly stated for your benefit, we are reasonable, rational people who make every effort to accommodate all members ideas, problems and requests but this standard mode of conduct must be reciprocated by all members otherwise the ‘well-oiled machine’ can decay and fall into ruin.
Because we found your methods offensive, unprofessional and deleterious to the amicable and nurturing environment we have established here in RealmWars, the GM team has come to the unanimous decision to revoke your membership and remove your characters from the Sim. Please be advised that our decision is final and is effective immediately.
While it is difficult to lose a creative mind, we hope you will take the criticisms outlined in this review to heart as they are intended to be constructive instead of injurious. Please review and consider each of our comments with an open mind. We mean you no personal affronts here, Sonny, we are simply trying to help you understand the need to be more sympathetic and flexible in order to be a productive member of an interactive writing group.
We would like to wish you every success with future creative endeavors and perhaps we will meet again under more favorable circumstances.
Battle well,
RealmWars GM Team
GENERALIZED COMMENTARY: We here at RealmWars take the working relationship between our authors very seriously. It is the job of any good game manager(s) to ensure all rights and privileges of those members in good standing are protected from wanton acts of maliciousness perpetrated against either an individual or the group as a whole. Any member of the RealmWars sim found to be in contravention of this mandate will be removed without hesitation or question. We cannot allow any member of our writing group to upset the co-operative and nurturing environment we have established at RealmWars.
As you can see by the adjudication above, we are not retaliatory nor are we vengeful in our decisions. Facts, not innuendo, rule the day.
Please note: In any interactive fiction writing group, co-operation between players is a must. The rules have been delineated for the good of all and no one, not even a game manager, is above them as was the case in the preceding incident.
Important to note as well is that in RealmWars, you play, you pay! We can’t stress this enough!! In other words, be prepared to allow others access to material you’ve introduced. Once you enter the gaming arena and put something into play, it becomes ‘accessible’ to the other players, (of course copyright still applies and you may withdraw your creation at any time but this is to balanced against your reason for being in the sim with your character in the first place!). Too many sims are restrictive in this element of game play and it flies in the face of what interactive fiction is all about.
For example, in real life, just because you buy a bar, doesn’t mean you have sole control over what goes on in and around it. The customers who enter could break out into fisticuffs at any time or some drunken kid running from the cops in dad’s stolen beemer could decide to create you a new entrance!
Either way, these ‘acts of God’ are out of your control. Same principle holds true in the RealmWars sim. You have no control over another player’s character whatsoever regardless if they happen to be in your beloved fortress, er sorry, that would be bar or, especially, outside of it. If you intend to open up a restaurant, bar, planet - what have you - be prepared for the members within the group to use it via their characters!! Since you made it tangible, it therefore stands to reason it is playable - providing once more the responding author adheres to what has already been stipulated as playable by the originating author. In other words, if it’s a 'members only' club, then not just any character can enter. That’s not to say the one deprived of entry can’t go ‘G.W. Bush’ on it after being turned away!
PAY ATTENTION TO YOUR ANGLES!!!!!!
It goes without saying, the character(s) utilizing your facility could very well be your character’s enemy and they could be planning on blowing up your quaint little pub up... or they might be legitimate customers looking for a fine meal. As a person of business, this is what your character signed on for in presenting such a venue. Now, that’s not to say any one author has been given free licence to inflict high levels of damage. There is the unwritten rule of ‘fair play’ to consider.
In short, like real life, if you don’t want the hassles of what comes hand-in-hand with your character’s business, or government, then do not bring such facilities into game play. Simple as that.
If you don’t want a million people bombing you out of existence, then don’t create so many enemies - better yet, put up the appropriate defences to counteract some of the possible danger - and for the love of reason, don’t introduce your character’s favorite hangout if protecting it at ALL COSTS is the case!! I'll say it again, by allowing your character’s particular establishment time in the sun, you open it up to game play. To turn around and declare your world inaccessible to others simply because you don’t want the hassles of dealing with your own character’s fallout is just in poor taste and is considered bad gaming manners.
What this type of scenerio defaults into is the idea that your character could conceivably run amuck elsewhere in the RealmWars multiverse and then take refuge back at what now becomes a ‘safe house’ rather than the bar or planet it was originally intended to be. If it’s a safe house then it should be listed as such and then we’d know, “Hey, can’t touch him there, my characters don’t know about that safe haven!” Again, that does not prevent the character priming itself to go after yours from setting out to find such a place and then attack it! But to have introduced something tangible to the other players and then ‘hide’ there when it’s time for a retaliatory measure is not only illogical but downright unsportsmanlike. It amounts to nothing more than childish behaviour. It’s like the kid in the playground who bullies everyone but when it comes time to taking his lumps, he runs to the teacher on yard duty for protection knowing no one would dare touch him there. PUL-EASE!!
Of course the above is said with the understanding that those who participate in any sim are reasonable individuals and capable of rationalizations. Far too prevalent is the idea that you ARE your character and this is of course wishful thinking in most instances, at least with regard to science fiction and fantasy. YOU are the AUTHOR of your CHARACTER - nothing more. And as the author, the onus is on you to behave independantly of what transpires within any given story arc. Taking something that has happened to your character into the personal realm of the author is borderline dysfunctional and is what leads to career suicide.
LEARN TO SEPARATE YOURSELF FROM YOUR CHARACTER! What happens to him/her/it isn’t a slight against the author and should not be seen as such. Even if you were to fashion a character after yourself (which is very Mary Jane-ish) it doesn’t make the character you. If doing an autobiographical character is what interests you then seek out the appropriate simming environment please. Using an autobiographical character in a science fiction/fantasy setting is immediately at odds with the very notion behind sci-fi/fantasy which denotes that all such characters contained within such a genre are, indeed, make-believe. Insisting you are some space cadet or a mystical god or goddess is tantamount to mental disillusionment and then your state of mind comes into question. Blinding oneself to this fact is to set oneself up for disappointment. Learn to love who you are and stop being a legend in your mind!
That said, please keep the spirit of the game alive and enjoy it for what it was intended to provide: entertainment.
The above commentary was made by Andrea Miminas and might not be the consensus of the RealmWars group as a whole.
:: The Seraph Chronicles 12:35 PM [+] ::
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