W
WizO_Pounamu
Guest
I'm opening a new thread because I suspect these would get lost in the old one where we were discussing pre-opening ideas. Now we can start to look at how the setting is or isn't working and compare what we were hoping for vs what we're getting.
Feel free to bring up new ideas or points, pick at what you think isn't working and where you hope it could go.
Things to start thinking about:
Gun laws and responses
This means guns designed to cause harm/damage.
TMP uses current-day NYC laws. To allow characters their weapory without the obvious problem of having the place shot up daily, TMP as a club has the policy of not checking for weapons but if a weapon is make obvious (eg. taking it out, waving it about etc) staff may confiscate the weapon. This policy works with the NYC gun laws, which basically states that:
within New York City a license/permit to carry on the person must be issued by the police comissioner of the city in addition to the state license to posess a handgun.
To obtain the secondary license the person must prove need: eg necessary for self defense. (Proof that the person may be in physical danger, eg from a specific criminal or criminal group. Not just "I might get mugged".)
Within NYC, you must also have a permit to purchase, own or carry shotguns and rifles other than purchasing in NYC and then immediately transporting out of NYC.
Other gun laws include:
In case it needs to be pointed out, it's illegal to point a gun at another person, whether intending to use it or not. Firing one in a place where it may endanger someone is also illegal.
Options for playing IC law - how and effect
Law as a general idea is a big part of a modern city setting. Although minor things may be overlooked in general (people aren't always going to note a minor with a fake ID, or a mugger outside), players should remember that actions which are open or discovered may have IC consequenses. (TMP may issue IC tresspass notices, characters may be caught by NPC cops, etc.) To totally ignore the presense of law is to ignore the setting. There are many ways around this, the easiest simply being to think ahead - disguise before making an attack so the victim cant identify your character, conceal illegal weaponry.
Currently IC law is supposed to be a restricted character type. The case for this is simple: actual law characters would need to be able to detain or arrest other characters within the setting if they were not to "break setting". But for us as mods to allow this would risk giving rise to favoritism of one player over another (by aiding the law or the crim), and if one character's role or player's will is pushed against another character/player it may become OOC harassment even if through only IC stuff.
Another frequent concern about having IC law played is whether or not the character is subject to the law itself...
And the fact that although WIZO characters are certainly not immune to the law, we cannot accept characters/players as authorities over us as it undermines our presense as moderators (which we remain first and foremost, before players or characters) and again may lead to cries of favoritism.
Setting-affecting events
It isn't realistic for there to be widespread destruction in NYC. We can't have them in any setting, unless it's a very major story which involves a high number of patrons and has been cleared by the setting coordinator (I'm TMP's, Siani is CRT's) who also clears things with the team and our team Lead (Adele).
How do you guys feel about les widespread destruction, eg city blocks or power blackouts? Should they be allowed in general, allowed with prewarning, allowed with clearance and prewarning? Remember, in a city news spreads pretty fast due to business as well as news media and personal media (cellphones/pagers).
Something that affects an entire area affects not only the characters in one story but may also affect others via transport, electricity, communication and general safety/peace of mind.
IC TMP/room security
This is mostly a FYI, although if people want to put their oars in sure. Don't expect me to give out TMP's security secrets though. We do need to keep it secure enough... lol
Remember, TMP is connected to a government-type agency which has offices in the floor above. It deals with a very sensitive issue: aliens in the area. Because of this TMP's IC security is higher than a club's should be, but because of the need to have the club itself more or less open, the security is concealed.
Tmp has the ability of being locked down if under threat, the exits and windows sealed very securely very quickly. It does not have weapons on motion sensors or AI operated scans. It may have sound-based defenses. Armed security personel do exist in the building who have access to (and permits to use) weaponry.
Limbo and combat
The subject of a TMP specific combat room has not yet been re-raised with the bosses. At last check, they want to see TMP prove itself with numbers of players before assigning us more resources (eg the SAM serving bot). Because Limbo also remains the room where players of 3 or more can play out events in another setting (CoC allowing
), it is not obvious if a scene is in the alley outside TMP or elsewhere when it is spotted that people are in the room.
Have you any concerns or coments about how this is working so far?
Whew! Anyone still with me after all that?
I'll be glad to read discussions and responses!
- Pounamu
Feel free to bring up new ideas or points, pick at what you think isn't working and where you hope it could go.
Things to start thinking about:
- Gun laws and responses
- Options for playing IC Law - how and effect
- Setting-affecting events
- IC TMP/room security
- Limbo and combat
Gun laws and responses
This means guns designed to cause harm/damage.
TMP uses current-day NYC laws. To allow characters their weapory without the obvious problem of having the place shot up daily, TMP as a club has the policy of not checking for weapons but if a weapon is make obvious (eg. taking it out, waving it about etc) staff may confiscate the weapon. This policy works with the NYC gun laws, which basically states that:
within New York City a license/permit to carry on the person must be issued by the police comissioner of the city in addition to the state license to posess a handgun.
To obtain the secondary license the person must prove need: eg necessary for self defense. (Proof that the person may be in physical danger, eg from a specific criminal or criminal group. Not just "I might get mugged".)
Within NYC, you must also have a permit to purchase, own or carry shotguns and rifles other than purchasing in NYC and then immediately transporting out of NYC.
Other gun laws include:
- A NY state license is needed to posess or carry a handgun.
- Handgun licenses are not avaliable for people under 21 unless restricted for use at a shooting range or similar.
- A license permits the person to carry a loaded or unloaded handgun unless restricted:licenses are usually given as location restricted unless the applicant has shown unmistakable need, eg for target shooting, hunting, or self-defense.
- There is no license required for a person over 16 to posess a shotgun or rifle.
- It is illegal to possess/carry a loaded rifle or shotgun in a vehicle.
- Antique and replica firearms may be owned without license but also without amunition. A permit/license if needed to possess the amunition and use the gun.
- Antique and replica pistols require a license.
- Machine guns, large capacity ammunition guns (more than 10 shots), assault weapons etc are basically illegal in total. Be aware, some handguns are identified as assault weapons.
In case it needs to be pointed out, it's illegal to point a gun at another person, whether intending to use it or not. Firing one in a place where it may endanger someone is also illegal.
Options for playing IC law - how and effect
Law as a general idea is a big part of a modern city setting. Although minor things may be overlooked in general (people aren't always going to note a minor with a fake ID, or a mugger outside), players should remember that actions which are open or discovered may have IC consequenses. (TMP may issue IC tresspass notices, characters may be caught by NPC cops, etc.) To totally ignore the presense of law is to ignore the setting. There are many ways around this, the easiest simply being to think ahead - disguise before making an attack so the victim cant identify your character, conceal illegal weaponry.
Currently IC law is supposed to be a restricted character type. The case for this is simple: actual law characters would need to be able to detain or arrest other characters within the setting if they were not to "break setting". But for us as mods to allow this would risk giving rise to favoritism of one player over another (by aiding the law or the crim), and if one character's role or player's will is pushed against another character/player it may become OOC harassment even if through only IC stuff.
Another frequent concern about having IC law played is whether or not the character is subject to the law itself...
And the fact that although WIZO characters are certainly not immune to the law, we cannot accept characters/players as authorities over us as it undermines our presense as moderators (which we remain first and foremost, before players or characters) and again may lead to cries of favoritism.
Setting-affecting events
It isn't realistic for there to be widespread destruction in NYC. We can't have them in any setting, unless it's a very major story which involves a high number of patrons and has been cleared by the setting coordinator (I'm TMP's, Siani is CRT's) who also clears things with the team and our team Lead (Adele).
How do you guys feel about les widespread destruction, eg city blocks or power blackouts? Should they be allowed in general, allowed with prewarning, allowed with clearance and prewarning? Remember, in a city news spreads pretty fast due to business as well as news media and personal media (cellphones/pagers).
Something that affects an entire area affects not only the characters in one story but may also affect others via transport, electricity, communication and general safety/peace of mind.
IC TMP/room security
This is mostly a FYI, although if people want to put their oars in sure. Don't expect me to give out TMP's security secrets though. We do need to keep it secure enough... lol
Remember, TMP is connected to a government-type agency which has offices in the floor above. It deals with a very sensitive issue: aliens in the area. Because of this TMP's IC security is higher than a club's should be, but because of the need to have the club itself more or less open, the security is concealed.
Tmp has the ability of being locked down if under threat, the exits and windows sealed very securely very quickly. It does not have weapons on motion sensors or AI operated scans. It may have sound-based defenses. Armed security personel do exist in the building who have access to (and permits to use) weaponry.
Limbo and combat
The subject of a TMP specific combat room has not yet been re-raised with the bosses. At last check, they want to see TMP prove itself with numbers of players before assigning us more resources (eg the SAM serving bot). Because Limbo also remains the room where players of 3 or more can play out events in another setting (CoC allowing

Have you any concerns or coments about how this is working so far?
Whew! Anyone still with me after all that?

- Pounamu