Multi-Part Timewarped Events Guide
Running events for a variety of characters in the fleet is one of the most challenging activities a player can take on, and can often be one of the most rewarding. When we delve into weaving stories for others to enjoy, we hope to bring the best experience to the table (or in this case, monitor), offer hours of enjoyment and stories for years to come. The recent increase in multi-part timewarped events has inspired the staff to develop this guide as a means to keeping the experience fresh for players, as well as avoiding complications between GMs and confusion to characters/players.
This is not an attempt to stifle GM creativity, but a guideline to help facilitate RP. In an environment in which there are multiple GMs running overlapping storylines, with separate or overlapping groups of players, multi-part timewarped events are meant to be used sparingly, and only as an exception, not the rule.
To be very clear: We fully encourage multiple episode story arcs. By multiple episode, we mean events where each session represents a separate event, occurring on that particular day. By multi-part, timewarped events, we intend to address events that are multiple sessions representing one event. When in doubt, break up a story into smaller chunks so that players can enjoy in real time, rather than being caught in a timewarped story.
Timewarping:
Timewarping is a roleplay tool used to allow players to complete roleplay scenes over a longer period of time than they would actually take to complete, due to typing; or to roleplay out scenarios that the players themselves do not have the time to remain at the event for. It can be incredibly useful when an event runs over expected length, or a story can't be completed in one session. However, overuse of timewarping can cause confusion, conflict between storylines, and complication of events for both participating players and staff.
Timewarped events should be limited to no more than two parts. Extending a timewarped event beyond two parts removes the ability of characters to react to what's happening to them, and prevents appropriate action from being taken in a timely manner.
The exception to the two-part rule is in the case of a series/arc that is specifically conducted away from the rest of the fleet. If a group commits to a storyline that is disconnected from the fleet and has no contact with other characters, then the GM may timewarp as necessary. However, this must be disclosed before characters begin participating in the storyline.
When to Use Timewarping:
When possible, avoid timewarped events. There are cases when timewarping can and should be used, although these should be the exception, rather than the rule. Cases where you should use timewarping include: if an event runs over the expected length, that is a time when creating a second part of the event would be appropriate. Also, if there are plot points in the story that absolutely cannot be contained in a reasonable amount of time, planning a second event can be appropriate.
Ways to Avoid Timewarping Events:
Event Length:
Sometimes, going over the expected time cannot be avoided. In those cases, a second, unexpected event is appropriate. If sessions are repeatedly running over and ending up in multiple parts, consider extending the length of an event in order to avoid timewarping it.
Story Breaks::
Instead of pausing RP in order to continue it another event, consider finding an IC way to temporarily resolve or postpone the situation. This way, reports can be filed, and the rest of the fleet, as well as the characters involved, have a chance to react.
Spoiler: Not the holodeck again!Show
For example: Characters are trapped in the holodeck! They call for help, but received no answer. While fighting their way through terrifying Klingon monstrosities and incoming trains, the nightmarish scene suddenly ends (conveniently three hours into the event, when everyone has to leave) when engineering has noticed a problem (or received the call and couldn’t answer) and shut off the power to the holodeck. Characters shakily leave, report the issue and continue with their lives. However, this is part of an ongoing plot! The GM finds a way to lure the characters back into the holodeck (players are usually very cooperative!) and the trouble strikes again! The reason for the malfunction could be a repeating problem, or one engineering never found the source for.
When possible, try to break up sessions into smaller chunks. Separate events that run in real time are more continuity-friendly to the fleet as a whole than multi-session, timewarped events. There is less likelihood that a character will find themselves trapped in two, conflicting storylines. This saves staff (and other GMs) a lot of time trying to work around your story.
When Timewarping Cannot be Avoided:
The staff understands that sometimes timewarping cannot be avoided. It happens. These are some standards to keep running timewarped events consistent.
- If an event is known or suspected to have multiple parts and timewarped, include that information in the mission brief.
- All timewarped events occur at the conclusion of the event series. None of the occurences of the timewarped scenes happen until after the event is concluded.
- When running timewarped events, consider contacting the staff to inform them of the situation, so that if conflicts arise, they can be more easily settled.
- Reports for a timewarped event should not be filed until the conclusion of the event. This prevents confusion, OOC, as reports are considered IC when filed.