SYSTEM: Guide to Playing
TURPS is being run solely for entertainment purposes, with no other goal in mind. It is pretty much a freeform RPG. Each character has skills and abilities, but such things are only referred to when necessary. Generally, what happens within the game is the result of a collaborative storytelling process, channelled and supervised by the GMs.
It is unlikely that any regular schedule for updates will ever be successfully established, especially since the multiple storylines necessitate a higher degree of liaison between GMs than was previously required. However, the following system has been effective in recent posts, and will henceforth be the standard procedure.
GMs may also contribute to threads in normal character posts for NPCs. As part of the responsibility-sharing procedure, GMs are effectively roleplaying as PCs in threads not under their direct supervision. These will typically be shorter and less significant from an overall perspective than 'GM'-tagged posts.
While character profiles give an impressionistic assessment of abilities and weaknesses, they do not amount to a mere series of stats. A hopeless swordsman may fluke a lucky win, while a superlative fencer may be skewered at the first assault. Events are dictated by what seems likely to happen, but guided by the requirements of the plot and the irresistible demands of a good story. However, a non-swimmer will most probably drown if he jumps into the ocean, so don't go doing anything stupid without a very good reason.
Stay in character. It is vitally important to play as a character with whom you are comfortable, otherwise the whole process becomes tedious. A major reason for the creation of character profiles is to provide a 'control' against which a player's skill and sense of fairness can be measured. In such a freeform system, it would be all too easy to abuse the lack of statistical assessment if no such check existed. Players who consistently attempt to depart drastically from their character's nature will be reprimanded, and the character is likely to suffer accordingly within the game. This is not to assert that characters must not evolve in the course of the game, but this evolution should be organic and not enforced from a desire to make the character more skilled or 'better'. Characters, like people, tend to have basic flaws and quirks that give them personality - cowardice, impetuosity, overconfidence and so on - and these are best left in, or at the most, merely attenuated over the course of time and bitter experience.
Players are strongly encouraged to add to the story, and not just to respond to what GMs have posted. When the GMs are unavailable, or unable to participate heavily, this is the main way of ensuring that the story moves forward. However, this does not give players carte blanche to do whatever they please, and they should always bear in mind the storyline and their characters' limitations. Simple actions, such as picking something up, opening a door and so on, can be performed without second thoughts. Actions that are likely to have a greater impact on the development of the story should come at the end of a post, giving GMs and the other players a chance to respond.
Players CANNOT simply kill other players, and should approach the slaughter or maiming of NPCs and similar creatures with considerable caution. There are, of course, occasions when a character so clearly outclasses another character that the result seems obvious*, and players should always proceed with a sense of what is dramatically right - but this also includes taking account of their character's weaknesses and limitations. An overenthusiastic or power-gaming player is likely to bite off more than he or she can chew, particularly when the GMs come to update the story. GMs, remember, are bound by no rules...
* Though never absolutely certain.
When TURPS was first established, one of the most awkward issues was how to establish an order of precedence for actions. Players may not get round to responding to a post before someone else replies and ruins their plans in the process. In fact, this has not been too much of a problem. Players tend to adjust their plans and respond pretty seamlessly to what has been established as happening, and where there is 'room' in the narrative for expansion, interjections and actions have been inserted to good effect. It is important not to overload small sections of the story with conversation and action when something crucial has to happen within a couple of minutes of the opening. With this proviso, however, players should feel free to insert actions into what has been established; this has the additional effect of creating a richer narrative. Only when the GMs declare that section of the story closed, and post a narrative update, can actions no longer be added.
There is to be no public disputation with the GMs over the running of the RPG in either TURPS or TEUNC. If you think that something is unfair, then email one of the GMs in private to talk the matter over. If we consider your grievance to be justified, we will act accordingly, although retroactive alteration of the past is extremely unlikely. However, GM decision is final and anyone still dissatisfied will just have to remain that way. Players who habitually and openly disagree with the GMs will not win themselves any friends, and may find themselves excluded from TURPS completely. It must be accepted that for the RPG to work, someone has to be in charge, or everyone can suddenly declare their invincibility and the whole thing falls apart.
Players should inform the GMs of any prolonged absences, and they will then take charge of their character until the player is able to return to the game. Lengthy, unaccountable silences may result in a friendly inquiry from a GM, and if no response is forthcoming the player may be removed from the TURPS mailing list. Large numbers of non-participating members are something of a dampener on the spirits of the group as a whole, and the storyline is freely available at the TURPS website for those who are only interested in following the course of events. Excluded players can always reapply for membership if they so desire, but will have to accept that the GMs will be very interested in ensuring their participation from then on. Please note that just because a player has been removed, this does not mean that they take their character with them: these become NPCs to be moved at the whim of the GMs. And if that isn't an incentive to keep posting, I don't know what is!
It goes without saying that habitually abusive, obstructive or deliberately provocative behaviour will not be tolerated. TURPS is intended to be an entertainment group, and such antics are usually only entertaining for the sender. Power players aren't appreciated either, but you'll probably have gathered that by now.