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Newsnets:
There are three Newsnet forums; Imperial Holovision, TriNebulon News, and the Friij News Service. These three Newsnets represent two major geographic divisions and a single political division. Imperial Holovision covers all events and occasions which occur within the Deep Core, the Core Worlds, the Colonies Region, the Inner Rim, the Expansion Region, and the Mid Rim. TriNebulon News covers all events and occasions which occur within the Outer Rim, Tingel Arm, Wild Space, and the Unknown Regions. News from the Mid Rim may appear in either Imperial Holovision or TriNebulon News. The News from these two services should be considered vaguely pro-Imperial, as the Galactic Empire is the presiding Government of the Galaxy and has direct control over the majority of the broadcast facilities.

However, Imperial Holovision and TriNebulon News will not be used for the purposes of soap-boxing or inconsequential pro-Imperial announcements, and should purely reflect IC events (such as scenario results) from a partially biased IC newscaster's perspective. Think "Fox News: Fair and Balanced".

The third Newsnet forum is that of the Friij News Service, which is a political distinction since it is not necessarily pro-galactic-standard, but rather remains the domain of the Hutt Syndicates and publishes largely whatsoever their MasterGroup Leadership mandates. Posting access to any of the three Newsnet forums is controlled by the Administration, and none save the established newscaster accounts may post in these forums. Any IC debates stemming from the news must be addressed IC within a Player Zone.


Player Venues:
A Player Zone is a place where any player may initiate a Scenario of their own devising, provided that it has some tenuous connection to the location which the Venue represents. Any participant in the scenario should not be engaged in activities elsewhere, as the Moderator (and by extension, the database) views the Character as being present at this location. Players are NOT beholden to wait for any Moderation and the scenarios and threads launched within a Venue may move at the Player's discretion. The Player who first created the thread will be viewed as the chief architect of that activity by the Venue Moderators, and will be responsible for furthering the narrative and maintaining cohesion. The Venue Moderator will observe the activity and post reactions by civilians or responsive authorities as may be necessary, but is on hand only to resolve Player disputes ("I shot you! You're dead!" "No way, I killed you first!"). The Moderator's role within the Player Venues is to ensure that Military or Civilian NPCs are not treated as disposable cannon fodder to be slaughtered like brainless lambs ("I fire six shots and kill a dozen stormtroopers!", "I force-choke the priest and kick him off the dais into the congregation! They panic and flee, and I shoot them down!", "I judo-chop the Gamorrean guards and slip unnoticed through heavily-guarded passage ways into the Hutt Kingpin's inner sanctum!"), and to referee any Player disputes. In this capacity, the Moderator is the supreme word in the Venue and their decisions will remain valid EVEN IN A SCENARIO THAT THEY DID NOT CREATE OR THAT THEY WERE NOT INVITED INTO. The thread architect is expected to maintain a consistent presence and ensure that the events do not stall.

Coruscant - Coruscant's Grand Concourse is an adaptation of the Grand Corridor made famous in Timothy Zahn's Thrawn Trilogy. A massive, sprawling complex, it is by turns a tremendous government facility and a gigantic mall. It is connected to the Imperial Palace, and thus heavily patrolled and secured against incursion, but it is nevertheless rife with potential intrigue. The Concourse represents the Coruscant System as a whole, and any activities taking place in that system should be represented in the Concourse. This is a very "safe" area, and is likely not to face a great number of blaster fights, speeder chases, or spacefighter battles. Politics and intrigue are more the flavor here.

Kuat - The Inner Transfer Zone nearly defies comprehension, and is in fact larger than the Grand Concourse. The Inner Transfer Zone represents a massive orbital complex in the Kuat System which handles freight and passenger interchange - it is an unimaginably huge airport, shipping hub, port authority, and cargo switching station. It serves nearly as a gateway to the Core worlds, and the vast majority of the galaxy's cargo is likely to have been, at one point, routed through Kuat. This is a very "safe" area, but not without its excitements. Blaster fights are not unheard of in the darker regions of the docks where smugglers transfer goods, but speeder chases and spacefighter battles are nearly unheard of - there is simply too much traffic and too many security officers maintaining the vector approaches. Espionage, intrigue, and tense negotiations are more the flavor here.

Nar Shaddaa - The Conning Tower is the most important of the various spires reaching out of the depths of the Smuggler's Moon, and serves as system traffic control. In the middle levels, crude docking bays for freighters are wedged into whatever spare space is available, and countless fly-by-nightcycle operations appear and vanish on the manifests. Ultimately, the Conning Tower is one of the first places that an inbound traveler will come to at Nar Shaddaa, and offers an open path into the depths that only the Hutts might offer. This is a very "dangerous" area, and is likely to face a the greatest number of blaster fights and speeder chases, in and around the gladiatorial arenas, seedy bars, vice-peddlers, dark alleys, slave markets, and similar stretches of scum and villainy. Politics and intrigue can certainly be found in the sanctums of the Hutts and their lieutenants, but these are deeper in the shadows.

Ord Mantell - A combination of an aboriginal outback and a luxurious rivera, Great Rock, Ord Mantell, is an opulent bank of the finest casinos and entertainment within several sectors. However, despite this wealth, or perhaps because of it, Ord Mantell is also well-known for the pirate gangs holed up in the distant wastes. It is a frontier town with a heavy dusting of glitter, but underneath there is considerable danger - and opportunity. As likely as you are to play a hand of Pazzik or watch a Sabacc tournament, you may also find yourself in a lightfight with scoundrels and slavers. This is a "dangerous" area, but not to outrageous extremes. Blaster fights are not entirely common, but pistols at high-noon or over a soured card game will fill the calendar. Speeder chases lead into the outback, away from deals made across a Dejarick Board.


Current Events (Temporary Scenario Venues):
The Current Events Venues are created by a Moderator with a specific mandate, chiefly from a MasterGroup's High Command, and these represent ongoing missions or operations that the MasterGroup has in motion. Moderation comes at the discretion of the overseeing Moderator, and may come as quickly as necessary in matters of narrative exposition, or may be more tightly controlled in such matters as combat. In any case, every Venue under Current Events must have a specific agenda outlined prior to creation, and must have a clear beginning, middle, end, and victory conditions. The Moderator works with the MasterGroup to determine these conditions, and is in charge of responding appropriately to the efforts put forth by the Characters in this enterprise. The Moderator is expected to maintain a consistent presence and ensure that the events do not stall.

Players involved in a Current Events scenario on one of the four chief venues may be asked periodically to switch from the private Current Events scenario to the public venue. As an example, if Rebel Saboteurs are involved in a scenario that brings them through the Kuat Inner Transfer Zone and they are drawn into a speeder chase or noisy shootout in the terminal, the moderator for the Current Events scenario may direct these events to be played out in the Kuat Inner Transfer Zone venue as a result of the attention that the Saboteurs are drawing to themselves. Once the chase or shootout has concluded, and the relevant parties make their escapes into the shadows, the Saboteurs will continue within their Current Events scenario.


Tack Board
The Tack Board is an IC "bulletin board", where Characters may seek employment, resources, and relay similar sorts of "classified ads". The Tack Board is considered solidly IC, and any Character who engages in conduct unapproved by his or her MasterGroup may find trouble as a result. At the moment, there is little available for sale and few jobs that might be offered beyond "Rebel", "Imperial" or "Strong-arm".


Access Panel
The Access Panel is a 'hidden' category devoted to Administrative matters related to the IC Board. It is a meeting and discussion forum for the Moderators, holds a number of reference and rule-sets for their use, and will serve as a peg-board for Character locations, as relevant to the Board (Rebel bases will not be needlessly revealed, Imperial Outposts will not be compromised, and Hutt incursions into school districts will not be published).









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