Lupe
08-29-2009, 11:22 AM
There is no definitive 'this is how you write your post' because each simm has their own rules, and you must, just absolutely must conform to the simm's rules over any other rules.
So this will be the general guidelines. In no particular order, these are some of the rules to follow on any simm:
Third person; do not use I, me, use s/he (it if applicable) you are not telling the story of yourself, but of a character. It is ok for your character to refer or see things in the first person, but you as the story teller are looking down on them from above.
Talking for others; Don't, ever, never, ever, talk for someone's character. Some simms will remove you for that offense, same goes for moving them, or having them do something. You don't.
boxing others in; don't. mid-post tags where you take the other person's answer for granted. Some simms do not allow mid-post tags, others do, this is another 'the rule of the simm' rather then a hard fast law.
IC, OOC, OOG; In Character - IC - what your character sees hears, feels and does. Out of Character - OOC - What you the writer see here and do about the storyline, what other's actions do to you etc... Out of Game - OOG - 'It's my birthday tomorrow so I won't be on line' Messages that are not in the storyline, but to the group.
Killing, hurting, messing with others; Don't do it. Just like when you were a kid, you play nice with the other kid's toys, don't break them. This includes their NPCs, pets, and even the property of said characters, NPC and pets.
Sentence and grammer; Remember, you are not IMing (unless it's PBIM or a JP) you are writing a story. Spelling is a big deal, so is grammer, and sentence structure. I don't know about other simm GMs (Game Masters) but I like to put my missions into story form later, and re-read it as a book, and I want it to read like a book. When others read your post, you want to comunicate your thoughts, ideas, feelings, and observations to them clearly, they are going to be writing their responces from your post.
The GM; is God. don't try to take the GMs place, don't start your own storyline or mission, work with the existing one. You have an idea, tell the GM. ( Sentient Tornadoes (http://www.ussrainmaker.net/index.php?page=mission&id=3) Writen by Dorella Allerod ) The GM will use it if they can, or ask you to adjust it to fit the simm, I have done both.
The GM; is God. (no this is not a repetition) it is like arguing with the forum admin, you can not win... ever. If the GM tells you to change something, ask why, make them make you understand why, but change it. They are the person in charge, and the final word on the simm. They are also the person that can remove your post, your character, your contribution (if nessessary) from the game. The GM is there to keep the game going in the mannor that it needs to go. If it is not the way you want it to go, maybe your not on the right simm, but don't be hasty, wait and see, maybe your character saw something that was not suppose to be revield yet, or you twisted the plot in a way that would keep it from going where it needs to for the conclusion to happen.
Thus ends lesson one.
TBC (to be continued)
So this will be the general guidelines. In no particular order, these are some of the rules to follow on any simm:
Third person; do not use I, me, use s/he (it if applicable) you are not telling the story of yourself, but of a character. It is ok for your character to refer or see things in the first person, but you as the story teller are looking down on them from above.
Talking for others; Don't, ever, never, ever, talk for someone's character. Some simms will remove you for that offense, same goes for moving them, or having them do something. You don't.
boxing others in; don't. mid-post tags where you take the other person's answer for granted. Some simms do not allow mid-post tags, others do, this is another 'the rule of the simm' rather then a hard fast law.
IC, OOC, OOG; In Character - IC - what your character sees hears, feels and does. Out of Character - OOC - What you the writer see here and do about the storyline, what other's actions do to you etc... Out of Game - OOG - 'It's my birthday tomorrow so I won't be on line' Messages that are not in the storyline, but to the group.
Killing, hurting, messing with others; Don't do it. Just like when you were a kid, you play nice with the other kid's toys, don't break them. This includes their NPCs, pets, and even the property of said characters, NPC and pets.
Sentence and grammer; Remember, you are not IMing (unless it's PBIM or a JP) you are writing a story. Spelling is a big deal, so is grammer, and sentence structure. I don't know about other simm GMs (Game Masters) but I like to put my missions into story form later, and re-read it as a book, and I want it to read like a book. When others read your post, you want to comunicate your thoughts, ideas, feelings, and observations to them clearly, they are going to be writing their responces from your post.
The GM; is God. don't try to take the GMs place, don't start your own storyline or mission, work with the existing one. You have an idea, tell the GM. ( Sentient Tornadoes (http://www.ussrainmaker.net/index.php?page=mission&id=3) Writen by Dorella Allerod ) The GM will use it if they can, or ask you to adjust it to fit the simm, I have done both.
The GM; is God. (no this is not a repetition) it is like arguing with the forum admin, you can not win... ever. If the GM tells you to change something, ask why, make them make you understand why, but change it. They are the person in charge, and the final word on the simm. They are also the person that can remove your post, your character, your contribution (if nessessary) from the game. The GM is there to keep the game going in the mannor that it needs to go. If it is not the way you want it to go, maybe your not on the right simm, but don't be hasty, wait and see, maybe your character saw something that was not suppose to be revield yet, or you twisted the plot in a way that would keep it from going where it needs to for the conclusion to happen.
Thus ends lesson one.
TBC (to be continued)