Furscape MUCK

Role-Playing Rules

12 June 2004

The Ten Commandments Of Furscape

  1. Thou Shalt Not Portray Fantasy
  2. Thou Shalt Not Yiff in Public
  3. Thou Shalt Not Powergame
  4. Thou Shalt Not Pose for, or Force Others to Do Thy Will
  5. Thou Shalt Not Buck the Staff Chain Of Command to Achieve Thy Aims
  6. Thou Shalt Strive to Portray Realism
  7. Thou Shalt Avoid Strong Language in Public, When Asked
  8. Thou Shalt Check with a Staffer if in Doubt
  9. Thou Shalt Be Prepared to Reap What Thy Dost Sow
  10. Thou Shalt Enjoy Thyself at All Times

  1. Thou Shalt Not Portray Fantasy

    Furscape is a science fiction based MUCK. Although we do allow some flexibility with regard to the lizard species, we don't allow fire breathing, fireball throwing +5 to hit dragons. A dragon Recom might be able to fly, but that's it. No magic on Furscape. There never has been, and there never will be.


  2. Thou Shalt Not Yiff in Public

    We do not have any rules as regards how old players can be to join Furscape, but this means we have some rather tender aged furs out there, and they don't either need or want to be exposed to yiffing in public areas. Fursape is predominantly a roleplaying MUCK not a yiff MUCK. That is not to say yiffing can't or doesn't take place, but if you're going to yiff a partner (or partners) eyeballs out then TAKE IT TO A ROOM. Don't do it in public.


  3. Thou Shalt Not Powergame

    "Powergaming" refers to using some presumed power of your character to force an action upon another character, usually by posing the victim's actions for them or by posing the result. For example, posing "TwinkFox aims a disintegrator ray at you and fires" is fine, because it leaves the other player an opening to dodge. However, posing "TwinkFox zaps you with a disintegrator ray" is powergaming, since it leaves the target no choice in getting zapperd. This is considered extremely rude, since it takes creative control away from other players and makes for boring roleplay for everyone except the powergamer. Furscape is not a competition, and nobody will be impressed if you show off how mighty your character is. Anybody can play at being powerful on a MUCK. Good roleplaying is all about negotiation.


  4. Thou Shalt Not Pose for, or Force Others to Do Thy Will

    Such a thing is called "twinking" or "powergaming" and it's a STRICT no-no. We have a roleplaying staff and they will be happy to help with any aspect of roleplaying. All the staff are experienced roleplayers themselves, and RPStaff and RPCouncil (senior RPStaffers) have as part of their duties teaching less experienced roleplayers how to make the best of the MUCK, and how NOT to twink or powergame. If in doubt, whisper to the furson you're roleplaying with, or ask OOC -- don't just say "I shoot you, I hit you, you're injured." You wouldn't like it if someone did that to your character, so don't do it to someone else.


  5. Thou Shalt Not Buck the Staff Chain of Command to Achieve Thy Aims

    This is known as staff-fishing, or worse, wiz-fishing. There is something called a Wizlog which senior staffers record decisions made about a particular character. This means that a decision will stand unless it can be proven to be made in error, and the more experienced the staffer or staffers making the decision are, the less likely an error will be made. If you ask for something and are refused, then you are only due a valid REASON for that refusal. Don't go to other staffers and ask the same thing, they'll just find that you've been given a decision -- and give you the same decision. There is also a staff chat channel, which less experienced staffers use to ask more experienced staffers whenever they are in doubt.

    In short, No means No. Don't go asking another staffer unless you like hearing "No" multiple times!


  6. Thou Shalt Strive to Portray Realism

    This rule covers a multitude of potential sins. Realism is important to the working of the MUCK. Consider before drawing a weapon on a fur, would YOU, the PLAYER, do that in public? Staff have the authority to portray government or police authorities accurately, which means you could easily end up getting locked up for your trouble. In doubt? Watch an episode of "Cops" or "Worlds Wildest Police Problems" -- see how THESE guys handle a situation, and expect the same from the staff as police officers and government officials.

    Another aspect of realism is finance. Granted, we still need to work on aspects of financing, but for now let's stick with what has of late become a recent bone of contention. Space vessels have recently got quite expensive to run, and the bigger the ship, the more it costs, both to build, run and maintain. Class I vessels take 1 unit of fuel to move 1 space. Class II vessels take 2 units to move the same 1 space. Fuel now costs. There's no point in bankrupting yourself getting a Class IV ship only to find you can't afford a nice shiny Class IV engine to power it -- and even if you can, can you afford 4 units of fuel PER SPACE moved. . . now you're talking expensive.

    A class IV vessel is the equivalent of a battleship, the only thing larger being an aircraft carrier. Even the largest militaries in the world only have a handful of battleships, because of the expense of building, running and maintaining them. Don't expect a faction that's only just getting started to be able to afford the best technology, it's NOT going to happen.

    Senior RPCouncil members have the authority to fund properly thought out ventures that will stimulate roleplaying and enhance the MUCK for everyone, but they WILL ask some searching questions before handing out credits, and if you don't or can't answer them -- don't be surprised to be told no.

    Another place realism comes in is when you're in character and in a scene. That scene may NOT go how you dreamed, but even if it doesn't, stay with what DOES happen. RPStaff and RPCouncil will not allow your character to be ruled "dead" without your consent (unless you really DO do something stupid IC, and even then they'll try to injure, not kill!) so see what develops. If you want to escape a situation, that's up to you -- but ROLEPLAY IT OUT. Don't just teleport or mjoin someone somewhere else and then claim you escaped. This is twinking, this is powergaming and as well as upsetting people it annoys the hell out of the staff. It may also be "retroed" -- ruled NOT to have officially happened.

    A general rule of thumb is, if YOU as a player would act in that way in public, then it can happen on Furscape -- but expect equal realism from other characters or NPCs.


  7. Thou Shalt Avoid Strong Language in Public, When Asked

    Okay, so everyone gets frustrated at times. Four letter words may be banded around. Please, try NOT to use them in public if asked, and this goes particularly for the chat channel and the space com system. Sometimes they're justified in character, (when was the last time someone YOU know dropped something heavy on your foot and exclaimed Ôoh dear, I really didn't want that to happen!') but that DOESN'T justify forcing others not involved in your roleplay to hear it. If you're annoyed at someone on a channel, leave that channel. You an always set yourself p #haven if you don't want to be disturbed (if you feel you're being harassed, bring it to a staffmembers attention -- they DO treat all such claims most seriously.) If the worst comes to the worst, log off for a while. You will be asked to refrain from strong language. If that doesn't work you will be TOLD to refrain from strong language. Staff can, if that warning is not heeded, disconnect offenders from the MUCK for a time and such WILL be noted in the characters permanent record.


  8. Thou Shalt Check with a Staffer if in Doubt

    Staff who are on duty are there to help. Use that. If you're not sure about what may or may not break the rules, please ALWAYS ASK. If you need to be approached then you're starting off on the wrong footing. Staff are obliged to justify judgements they make, both to you and to other senior staff or wizards.

    Also, if it's complicated, don't expect an answer straight away. Furscape is continuously evolving, and this means that Roleplaying Council meets regularly to discuss changing or amending rules. This does mean that if your concept is complicated, which is not necessarily a bad thing -- sometimes complicated concepts simply require ground rules before they can be approved -- then you'll need to wait a couple of days for an answer, sometimes even longer. In some cases the answer may still be no, but in others, you could just have started an organisation which will last many years in the Furscape universe.

    You never know until you ask, so -- ask.


  9. Thou Shalt Be Prepared to Reap What Thou Dost Sow

    This also refers to the realism thing. There is a law that states that for each action there is an equal and opposite reaction. Bear this in mind when making decisions on how to portray your character. Homicidal maniacs WILL end up in jail. Thieves will be punished if they're caught. That's not to say you can't play such characters, but be prepared for law and order to play a strong part in any activities. IC actions have IC consequences.


  10. Thou Shalt Enjoy Thyself at All Times

    Finally, when all said and done, Furscape is a game. Games are there for your enjoyment, and all the staff want you to enjoy your gaming experience here at Furscape. Don't take it too seriously, enjoy it for what it is, and keep coming back for more.


Please also refer to FURSCAPE'S GENERAL RULES and the FURSCAPE CHARACTER GUIDE!