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Background to the Game The Enclaves is part of a larger Amber pbem called Ask Not of Amber. Part of the game is set in a cyberworld called Cyberia, part is set in an arid wilderness called the Wastelands, and part in set here, in a few clusters of Shadows known as the Enclaves.
Legends tell of a world called Amber. It existed once - a thousand years ago, ruled over by great beings of formidable powers - demi-gods. Their names have come down to those of us who dwell in the Later Days - Benedict the Warrior, Eric the Proud, Corwin the Minstrel, Deirdre the Amazon, Bleys the Carouser, Fiona the Enchantress, Llewella the Siren, Brand the Betrayer, Caine the Sailor, Julian the Forester, Gerard the Giant, Flora the Fair and Random the Rogue ... But they are gone, long gone, and ballads tell of the sorrow of their passing in the Shadow Storms that wracked the wide universe after a mighty conflict called Patternfall. Chaos was destroyed, and Order was lost ... we of the Later Days dwell in the Shadows of former glories. On all sides, the Wastelands beset us. Only here, in the few clusters of Shadows known as the Enclaves is there any safety - and an attempt to preserve the beauty and grace of the old ways ... And yet ... There are some who argue that even here, safety is an illusion. That the ceremonies and ritual of Shadows like Karadon mask a hollow, rotten corruption within that will destroy us all. Only the Plantaxy will save us, those clear crystals that hold a strange prismatic light - and an echo of what was once called the Pattern. Certain individuals, it is said, can use the Plantaxy to shape the elements we live among - and these few individuals are believed to have Blood of Amber in their veins. Some say that these individuals can master the songlines - and through strange dances and music can speak out one to another across many lands. Such individuals are to be feared ... and , in some places, longed for ...
There is an opening post here that might, perhaps, give you something of the flavour of the start of the game. It will, of course, be subject to a great deal of change over time!
To play the game, you need to be a member of the Yahoo Group anoa_enclaves. You can lurk here without playing if you wish. To find out more about the general game Ask Not of Amber, there will shortly be a general web-site available.. To join the Enclaves, read this site carefully, particularly the section on characters. and then submit your character sheet to the GM here.
1. Post: Yes, this is simplistic. So what. Make sure you respond to every move, even if it's a quick note saying "I don't really have something to do so I'll just do research" or something. Ideally, you should be posting at least twice a week. If you are unable to post for a time due to say, vacation, or illness, send your GM or the Chat list an email letting them know. 2. Always Write In Third Person: You know... say "he", "she", and "it". Avoid first person like the plague; never write your narration with "I did this" and "I did that". You are trying to tell a story, not write a diary. 3. Use the Past Tense as your Primary. In other words, 'Oswald walked to the door, turned to survey the room and sneered, "If you are so fond of your secrets, you shall be permitted to keep them - for now!" And then he was gone.' Not - 'Oswald walks to the door, turns to survey the room and sneers, "If you are so fond of your secrets, you shall be permitted to keep them - for now!" And then he is gone.' 4. Use Proper Spelling And Grammar: Regardless of what language you are writing in, choppy paragraphs and badly constructed sentences make your writing hard for other people to read. They are also prone to never read your posts if they continually cannot decipher what you read. 5. Avoid Bad Posts: There are several different types of posts to be wary of. Each has its own problems:
The correct dialog conventions are as follows: "Use quotation marks here," the speaker said aloud. *Asterisks are used here,* came a voice over the radio. <<Double angled brackets are an indication of a foreign language being spoken,>> said a voice in perfectly accented Vordanian. ::Typed text, such as that appearing in a book or in a newspaper, should appear in double colons::, the hero read. ~Cedillas are used here,~ the man thought to himself. ^Odd little hats are used here,^ came the mysterious telepathic voice in your head.
8. Be Heard, But Don't Shout Others Down: If you're naturally quiet, try to post often enough to at least be recognized as being around. If you're a big talker, be silent once in a while and let someone else get a word in edgewise. 9. Avoid Time Crunches: Basically, this means reply to a new move in a timely fashion. Sure, sometimes it's impossible, but at least make the effort. It also means avoid spiraling timescales. It is rare that an action CAN and MUST take place at such and such a time and no later. If you can do something later and thereby avoid wedging in an unnecessary action now, you'll be the GM's friend for life. The game cannot move forward if everyone is always trying to get the last word in. Don't do this if you can help it. 10. Treat These Games As If They Were Games: No one is going to come up with a cure for cancer while typing away at these stories... and these stories don't promote world peace. They're just games. This actually has three meanings:
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