All simmers may use the following: | |
:: :: | Denotes action on the part of the character Example- ::looks around, seeing nothing but a blinking light in the distance:: |
(( )) | Denotes thoughts of the character Example- ((Why on earth did they just do that??)) |
<< >> | Used for OOC--out of character comments/questions Note: Excessive talking OOC during a sim is called SPAM. Please limit OOC chat to important questions. Normal chatting should occur in another channel or at a different time. Example- <<Excuse me, am I supposed to be on the jet with the others or still at the mansion?>> |
Only certain characters may use the following: | |
{{ }} | Denotes telepathic speech or a psi-link Note: If your character is not telepathic, DON'T use this. Even if you're responding to a psi-link with a character that IS telepathic, all non-psi characters use ordinary thought brackets (( )) Example- {{Stop! I sense an ambush ahead!}} |
[[ ]] | Denotes foreign language or something which all characters do not have the
ability to understand Note: These brackets are rarely used, don't be surprised if they are substituted with an OOC << >> explanation or another method. If the brackets denote a language that your character cannot speak, please do not sim as if your character understands the conversation. If the sim leader wants one of the characters to understand a comment, they will make sure it happens. Example- Konnichiwa! [[The vehicles you requested are at your service, Mr Hajimoto.]] |
Reserved for Sim Leader (TL) Use Only: | |
SCENE> | Denotes the general surroundings or something of note, usually used at the
beginning of a sim or an interlude. Also used with TIME>,
LOCATION>, and other general information. Note: If you aren't leading the sim, DON'T use any of these. Example- SCENE> OUTSIDE XAVIER'S MANSION, MID-MORNING ON A SUNNY TUESDAY. |
ACTION> | Denotes an action which affects the sim or characters directly, can be
used semi-interchangeably with SCENE>, but is usually used to respond to an action of
the simmer :: :: or show something which the simmers must take note of. Note: Again, if you're not the leader, don't use it. If an ACTION> is given, react to it, don't ignore it or try to change its effects. Example- ACTION> MAGNETIC ENERGY RIPPLES AROUND THE TRUCK, SENDING IT FLYING INTO THE AIR, ONLY TO CRASH DOWN MERE INCHES FROM WOLVERINE. WOLVERINE IS HIT WITH SHRAPNEL. |
AT ATTENTION | Used at the beginning of the sim, to catch everyone's eye and check on who's paying attention. All simmers are expected to respond to this with @@ |
SIM BRIEF/PLOT | Used after all simmers have come to attention, this gives an outline of
the sim plot, and often the basics of where the simmers are starting out, how much they
should already know about what's going on, etc. Note: DO NOT start simming until SIM START and the first SCENE> have been posted. The brief is not the actual sim yet. |
SIM START/END | Used after the brief has been posted, SIM START is usually followed
directly by a SCENE> which will start the actual simming. Wait for the SCENE>
to know your surroundings. SIM END is, obviously, the end of the sim. Stop. :) |
INTERLUDE | Used during a sim to break the action and go to a different location or set of people. Simmers should stop simming and listen unless they've been specifically informed that they are in the interlude. Interludes are often used as important parts of the plot, showing key dialogue or events, or introducing a new character. INTERLUDE can also be in the form of PROLOGUE or EPILOGUE |