HWF GAME MASTER MANUAL * Why Game Masters? The Game Masters are meant to be fellow players who provide guidance and background information to the role playing units. There is an implicit influence from the organisation on the player groups, be it by assigning a certain mission or by assembling characters for a special purpose unit. The Game Masters make sure the units can play widely independent after this starting point and at the same time don't violate the vulnerable overall setting the unit plays in, without having the "administration" - which is responsible to provide a stable RP background to the whole club - interfere with this. This way they are meant to provide club unity and at the same time guarantee the unit's creative liberties. CANON GAME MASTERS * Why a Canon Game Master? The HWF universe has many competing powers struggling for influence. Klingons, Cardassians and the Dominion are lurking just outside the Cocoon. The Maquis is rumored to be active again, the Bajorans have their own interest in the newly discovered territories, their self-esteem growing after decades of renewed independence. The Juun are the local ally with intentions of their own as well as with undisclosed enemies. These things have to be handled in a careful manner, we are creating an entirely new environment where little is set and much could happen - much that would throw a delicate balance off it's feet and turn over everyone's role playing in an instant. To make sure there is a balanced system where changes take place in a controlled manner, canon game masters are representing those powers as the need arises. They are the ones ultimately controlling the Cardassian High Command or the Klingon High Council. The job is passive most of the time, collecting material or requesting contributions from players, discussing it's inclusion in the picture with the players and Fleet XO and trying to avoid contradictions. The Fleet XO has final approving authority over canon master material in questionable cases. The canon master moderates between player and Fleet XO in such cases, introducing his expertise. CGMs are available to the Unit GMs, COs and players to discuss reactions of the power they are responsible for, on actions they create. If desired, the canon GMs are entitled to role play authorities of their domain. UNIT GAME MASTERS * Why a Unit Game Master? The Unit Game Master is the neutral representant of the club on a RP unit. It is his job to be an observer of the storyline, making sure the ship won't strand somewhere in confusion and frustration or rip a hole in the fabric of the already established overall story, possibly taking a negative impact on the fellow players' current or future efforts. The Captain sets the style, the players create the story and the GM makes sure the stage is properly lighted and the props are ready. * What responsibility does the Unit GM have? The duties of the Unit GM are covering two areas, RPG and NRPG aspects. RPG problems can be often resolved with a small post, untangling the knot that might have gotten in the thread, unifying something that drifted apart, activating what has been asleep. Most often a player or the Captain will jump in before things get really stuck. NRPG problems include disagreements between players that are casting shadows on the role play, or a freezing ship when there is nothing going on for some time, most often because the leading players are unsure about how to go on. * What about the RPG aspects? On a "good" unit, with a well running storyline there is not much to do. The player's creativity usually keeps you in a state of observation and reading pleasure. But sometimes threads drift apart and it becomes obvious they grow incompatible with what else is going on. Or someone accidentially manouvers the story into a dead end. A small post, a few words with the Captain and involved players will set the train back on it's tracks. A frequent thing to happen is that a few characters encapsulate in a storyline of their own, without noticing that others are excluded, or the mission goal neglected. This often bears great creativity and channeling it into the main mission will advance the story. Tying together the characters not involved often brings out the best in them, they were just helpless on their own, or too shy to step forward with their contribution. Finally there is the information aspect. The unit GM plays the ship's computer and provides material in coordination with the Cocoon Encyclopedia and canon GMs, to make sure there will be no violation of established facts. Additionally they get to create new material to fill gaps, which is a fun and challenging thing to do. * What about UGM NRPG work? Sometimes players find cause to disagree about something or other. Often they are too entangled in their roles to settle things on the spot. It is your job to moderate this, as someone who is with them, read the stuff they got excited about, but can be considered a neutral person. Above all, keep something like that off the net, it reflects poorly on the club and spreads frustration among other players. If agreeable to both parties, the GM can be called as an arbitrator in disputes. Usually the Fleet Command provides a mission to the units, fitting them in the ongoing "big picture". It is their job to stay on top of the development of the whole club and use player input to create new excitement. To this end, the UGM is encouraged to collect player ideas and submit them to the mission makers who will in turn try to shape them into new mission orders, setting a basic outline, to be fleshed out by the creativity of the players as things move on and prosper. In emergencies, like a Captain and FO loosing access and being unable to do their job of providing guidance to the other players, the GM is the one to ring the bell in the administration to make them take care of the grease-on-wheel side of things. * Captain and UGM - conflicting positions? No. The GM is not meant to interfere with the Captain's job. The CO is the one to set the style, the GM is there to assist and take care of the RP aspects of the game. Each ship is run independently from the others and especially from the administering body of HWF. The ships are the places where things happen. The CO and GM team up to make it the best possible place to play, for everyone. Of course this requires negotiation and communication. The GM's mailbox has to be as open as the Captain's to work out the best for the crew, they are both answerable to them. If there is disagreement, the Captain has the final word. * Do UGMs have privileges? Yes - and no. The UGM has the right to nominate characters and players for awards, preferrably together with the Captain. He also has the unique right to nominate the entire crew for the outstanding unit award, if they really know how to team up. The UGM can play minor NPC roles to take care of RP problems, he is also the default villain or planetary authority to make things more spicy and interesting. He can hire guest player villains, upon request of the CO. And finally he holds the permanent role of "ship computer". The UGM also can call in a debriefing of the mission, if the players are interested to discuss how thing can be made better, helping their CO and UGM to have them boldly go where they never went before. Of course this all has to be paid with work that often goes unnoticed and unrewarded. But such is life. * How can I become a GM? The Game Masters currently are selected and assigned by the administration upon direct application and recommendation from experienced players and GMs. Game Mastering CAN be a difficult job and it requires that you are spending the time to at least read another ship you CANNOT play on, keep track of the situation outside the ship by reading the frequent situation reports and be a person to talk to whenever the need arises, very much like a FO or CO. In fact many Game Masters were in those positions before they got this job, or were put into command after GMing for some time. If you think you might be qualify, drop the administration a line and they will get back to you. Or you might get a letter from there out of the blue. Created and (c) 1996 by Armin Lenz for alt.holoworld.rpg Updated by Clark Goble 12.0404