Difference between revisions of "Odyssey"

From Aurora Information Uplink
Jump to navigation Jump to search
(→‎Storyteller: Adds tips and guidelines from the Odyssey guide by Fyni. Permission was given on discord. The credit must remain)
Line 20: Line 20:
Away-sites are as varied as possible to offer a wide range of settings. They can be anything from an abandoned storage facility to an illegal cloning base to a ship. This is all to help the storyteller and actors tell an enticing story. By default, none of these facilities have an inherent tie into a certain group or location. The same away-site could be controlled by Zeng-hu or be controlled by the Empire of Dominia. The organizations involved are largely dictated by the storyteller who has the power to manipulate the site as they see fit. There are largely no restrictions on how this may happen or who may be used (although canon rounds may have some scrutiny applied), but it would be best to adapt to wherever the Horizon is during the Odyssey round. Perhaps the Horizon is in the Coalition of Colonies and has run across an abandoned Himean refinery station, or perhaps the Horizon is in Tau Ceti and has run across a destroyed 2nd Invasion TCFL ship. In that same vein, it would be odd to see a Dominian cloning facility in Solarian or Tau Ceti space. Be mindful, it could make all the difference.
Away-sites are as varied as possible to offer a wide range of settings. They can be anything from an abandoned storage facility to an illegal cloning base to a ship. This is all to help the storyteller and actors tell an enticing story. By default, none of these facilities have an inherent tie into a certain group or location. The same away-site could be controlled by Zeng-hu or be controlled by the Empire of Dominia. The organizations involved are largely dictated by the storyteller who has the power to manipulate the site as they see fit. There are largely no restrictions on how this may happen or who may be used (although canon rounds may have some scrutiny applied), but it would be best to adapt to wherever the Horizon is during the Odyssey round. Perhaps the Horizon is in the Coalition of Colonies and has run across an abandoned Himean refinery station, or perhaps the Horizon is in Tau Ceti and has run across a destroyed 2nd Invasion TCFL ship. In that same vein, it would be odd to see a Dominian cloning facility in Solarian or Tau Ceti space. Be mindful, it could make all the difference.


How are they selected. Ask matt
Away-sites are selected on roundstart. Every away-site available is added to a list, which is then narrowed down based on which scenarios fit in the sector. Each remaining away-site is then compared to each other based on their 'weight' and probability. The final away-site is stated before the round begins (typically during load-in).


==Actors==
==Actors==

Revision as of 23:24, 1 December 2024

Odyssey is a gamemode centered around away-sites, Actors, and the Horizon. An Odyssey round is made up of two main components: The away-site and the Actors. Storytellers are an optional addition to an Odyssey round who wield multiple powers to enhance a story and, by extent, the round. In an ideal Odyssey round, the Storyteller(s) and Actors take in the away-site that the round will be based around, and craft a story based around that away-site. This story is then told to the Horizon through the Actors. The goal is for an engaging round where the Horizon has a hook that draws them in to engage with whatever situation is going on at the away-site.

While an ideal Odyssey round has a Storyteller, one is not required for Odyssey to be played. In this case, Actors are given greater freedom in deciding a story amongst themselves with the tools and away-site given to them. This may be tricky at times, but Admins are almost always there to help. Feel free to Ahelp for assistance, or to potentially seek out one or more Storytellers post-round start.

Canonicity

Unique to Odyssey is canonicity. Typically, antagonist rounds are entirely non-canon. However, with Odyssey, some rounds may be treated as canonical, similarly to Extended rounds. Canonicity is the method in which Odyssey offers a way to have grounded in-character events on the Horizon, and at times draw in lore elements such as on-going arcs, while not compromising on the opportunity to play the more standard antagonist rounds. Both types of rounds, canon and non-canon, have different expectations in terms of intensity and plausibility as a result.

Here is a breakdown of the difference between non-canon and canon rounds:

Non-Canon

Non-canon arounds are where the typically intense stories occur. There are very few restrictions on what may happen. Anything from a zombie outbreak to a Lii'draic invasion could occur. This doesn't mean violence and conflict are required, however. Calm but crazier stories also fit in here, such as a bluespace-originating research team unfamiliar with the Orion Spur. They may be peaceful, but the story itself wouldn't fit into a canonical round.

As with other antagonist rounds, everything that occurred relating to the Actors or Storyteller is non-canon and cannot be referenced in future rounds. Character deaths are non-canon as well.

Canon

Canon rounds are calmer than non-canon rounds. They are intended to be similar to Extended rounds, but with the ability to present a full story and incorporate certain lore elements if desired. However, this doesn't mean conflict is outright forbidden. Some rounds may be a simple diplomatic interaction with the Golden Deep or some other organization the Horizon may be visiting. Other rounds could be a tense crawl through a Nanotrasen research station taken over by greimorians with survivors desperately waiting for help. In both cases, the story presented is believable and not too violent as to deviate from the intended setting of the server. When in doubt, ask an admin.

All interactions in a canon round are accepted as fact, and may be referenced in future rounds. The only exception to this are 'character deaths'. All character deaths may be retconned as the player desires, unless a Staff says otherwise.

Away-site

Away-sites are the setting of an Odyssey round. It is intended for the story to be based around these sites, although that does not prohibit allowing events to flow over into other locations such as the Horizon itself. The away-site can be best described as the playground for the actors and storyteller to use in order to craft and enact the story. They provide a centrepoint for the events to unfold, and may help guide the story itself.

Away-sites are as varied as possible to offer a wide range of settings. They can be anything from an abandoned storage facility to an illegal cloning base to a ship. This is all to help the storyteller and actors tell an enticing story. By default, none of these facilities have an inherent tie into a certain group or location. The same away-site could be controlled by Zeng-hu or be controlled by the Empire of Dominia. The organizations involved are largely dictated by the storyteller who has the power to manipulate the site as they see fit. There are largely no restrictions on how this may happen or who may be used (although canon rounds may have some scrutiny applied), but it would be best to adapt to wherever the Horizon is during the Odyssey round. Perhaps the Horizon is in the Coalition of Colonies and has run across an abandoned Himean refinery station, or perhaps the Horizon is in Tau Ceti and has run across a destroyed 2nd Invasion TCFL ship. In that same vein, it would be odd to see a Dominian cloning facility in Solarian or Tau Ceti space. Be mindful, it could make all the difference.

Away-sites are selected on roundstart. Every away-site available is added to a list, which is then narrowed down based on which scenarios fit in the sector. Each remaining away-site is then compared to each other based on their 'weight' and probability. The final away-site is stated before the round begins (typically during load-in).

Actors

Actors are the way by which a story is told to the Horizon. Without Actors, Odyssey would grind to a halt and cease to work. While the Storyteller has the tools and position to direct and enhance a story, the Actors are the ones who truly make it happen, and how.

In a standard Odyssey round, any number of Actors can be chosen. The current limit is 6, however this can and may change during different rounds and away-site types. The role is handed out similarly to other antagonist types and thus require the Actor preference selected to be on in the character setup menu. Like other outside antagonists (Mercenary, Operatives, Etc.), it is not possible to late-join as an Actor without admin assistance.

All Actors are given access to AOOC but are otherwise normal characters like every other antagonist type. Most of your equipment, access, etc. will be provided by a Storyteller if one is available.

In any round, it is highly important to talk with the other actors throughout the entire story. Communication is key to telling a whole and complete story, although some stories are best told with improvisation. Before starting in full, all of the actors should discuss and decide upon a story/gimmick. This will likely be the theme of the round and should include a reasonable hook for the Horizon. Ensure the majority if not everyone is in agreement before starting. It would suck to get forced into a gimmick you do not like!

Some rounds may feature a Storyteller. During these rounds, the Storyteller will help enhance the story by providing direction, equipment, and other powerful abilities. Remember that the Storyteller isn't the center of the show. They are in a position to direct the round and coordinate actors but are not an inherent authority over you. Work together to make the round happen!

Storyteller

Storytellers require a Command whitelist. Abuse of the role will lead to a whitelist strip and/or staff action.


The Storyteller is an optional but powerful role within Odyssey. It is often how the story of the round is crafted and directed when present. You are put in a position of great power to help the Actors make an engaging story for the Horizon to experience.

Storytelling is not an exact science. Every storyteller will have their own style, preference, etc. However, there are some useful tips and ideas to mind when designing stories for Odyssey rounds. When designing a story, ask the following:

  • Who is involved?
    • This often comes in the form of which organization(s) the Horizon (and by extension the SCC) will be interacting with.
    • Always check where the Horizon is located to determine who may be involved. It would be unusual to see Dominian sailors in Tau Ceti or Tajaran Kosmostrelki in Sol, for example. This could be the central plot point!
  • What is happening?
    • This is the central event that drives the story. Treat it as a disruption to normalcy, and make sure to place it context of the away-site. Nothing happens in a vacuum. What was the away-site before the event happened? What caused the event? Is it too far gone, or is there hope of recovery?
    • Central events can be as minor as a meeting between the SCC and representatives from another organization or as major as the invasion of a black-site research facility, canonicity permitting. Take a look at recent lore events and articles for inspiration!
  • Why should the Horizon care?
    • This is a major question. There needs to be a hook, something to draw in players and, at an in-character level, the Horizon's command team.
    • Do not hesitate to send a Central Command announcement as a hook. In most contexts, this works perfectly fine.
  • How intense is this story?
    • Intensity is generally defined by how much conflict occurs, or how extreme it is. This does not equal deaths, just conflict. Having intense fighting between Security and rogue TCAF soldiers is highly intense whether anyone dies or not. On the other hand, 1 person dying due to an accident is not as intense, rather tragic or sad.
    • Keep in mind what the round's canonicity is. Canon rounds should always be lower in intensity, never rising to "high intensity". Non-canon rounds can be as intense as desired. If you're ever unsure about how intense your story is, ask an admin.

By answering these questions, you can effectively plan a story for the Horizon to engage with. You can go further and determine the finer details, and even plan out specific actions and events. Alternatively, it is perfectly acceptable to keep a general idea of your story and allow the actors and the Horizon to improvise things as they happen. Just make sure they stay on track and don't derail the story.

Optional inclusion of parts of Fyni's odyssey guide. Waiting for permission. Make sure to add credit

The Commandments

This list of guidelines and tips are by no means rules or required. However, it is highly advised you read and use them to keep Odyssey rounds running smooth and pleasant to all.

The points made here were inspired or adapted from the forum guide created by Fyni.

  • Keep it simple
Gimmicks should not be overly complex. The ideal is the gimmick can be summed up in 2-3 sentences. You can always add details to the story, but the basics should be simple. This gives space for the actors and crew to improvise and add onto the story. An overly complex gimmick may be difficult for the actors to get right which, by extension, will make it harder for the Horizon.
  • Improvise and Adapt
Planning is useful to an extent. At the end of the day, the Horizon and its crew is unpredictable. Everyone makes mistakes on either side of the round, so be ready and willing to improvise and adapt. Do not be afraid to change things so long as it does not contradict yourself.
  • It's a 2-hour round
Gimmicks take a long time to set up, especially for Odyssey. Even with everything going just right, most rounds won't truly begin until 1 hour in. As with most antagonists and command (which you must be whitelisted for), acknowledge the 2-hour mark. Try to aim to wrap things up by then, otherwise your story may get cut short by bored and lobby voters.
  • Every beginning needs an end
This ties into the previous point to an extent. Avoid having no or vague ending conditions. Reconstructing an entire outpost or endless mob wave defense will eventually grow dull without a way for players to make a difference. When planning out the story's end, consider well-defined end conditions. For example, Engineering may need to make an engine or build and equip part of a hospital. For mob wave defense, there may be an item or a source point the Horizon must destroy.
  • Involve everyone you can
This point is less about the raw numbers, rather the general topic of involving the departments of the Horizon. Try to engage more than just Security in a gimmick, whether this is by using a medical emergency to involve medical, or a humanitarian food drive that involves service. The gimmicks should, ideally be all encompassing. The medical emergency may need a field hospital built by engineering, protection by security, and supplies from operations. A general recommendation is to avoid using atmospherics to a drastic degree, or overusing hostiles. Doing so may limit the amount of crew engaging with the gimmick to only those absolutely necessary.
  • Do not force the hand
You are given powerful "must obey" commands via the announcement system. These announcements are considered directly from Central Command, and thus are the ultimate authority. This can be extremely useful, possible necessary, in many situations. However, do not force the hand of command or the crew. Your job is to present a situation for the Horizon to grapple with. Let them grapple with it however they wish. If your intent is to make the Horizon disobey orders, make this clear with command via Storyteller LOOC and let staff know in AOOC.
  • Start off on easy
Always start off your stories easier than you think they need to be. Simply put, it is easier to make things harder than easier. There are many factors in a round, whether it is pure RNG or incompetence from the crew, that may make your story harder than intended. Start off easy and balance it as you go.
  • Keep it IC if you can
Sometimes, stuff goes wrong. An actor may have DC'd, or an item breaks. Avoid OOC if you can. Oftentimes, the simple use of an announcement, a fax (CCIA willing), or asking for another actor to offer an explanation can clear up the issue without potentially breaching the immersion.
  • Do not be afraid of help
You are not alone. The actors are there to help tell the story, and admins are often just an ahelp or AOOC message away from assisting you with an issue.

Powers

Admin-level powers they are given. Waiting for Matt

Directing the Show

No show is ever completed alone. The actors are the star of the show and the core of Odyssey, but you have the vision and powers to create and direct a story you its maximum potential. Ultimately, your focus is to support and direct the actors. They are the way which by your story is played out, and how the Horizon interacts with what you have created. This all requires a great deal of communication and coordination. While a large part of coordinating an Odyssey round comes down to experience and the actors you are with, here are some helpful tips and suggestions.

Make ample use of AOOC and in-character radios. Never be afraid to inform your actors. Many aspects of Space Station 13 blossom with a lack of information, however a story will struggle to blossom if everyone doesn't communicate or is unaware of planned events.

AOOC is additionally a useful space for talking with CCIA and, in cases where it does not warrant ahelping, Staff.

Know Thyself

Assuming all actors involved in the round are in agreement with the vision everyone has collaborated on, roles need to be determined. Talk with each actor and ensure you both can agree upon what role they are playing in the story. If they are a leader of a Solarian Marine team, make sure they know who their marines are, and vice versa. Everyone should ideally know these pieces of information:

  • Job
This is the in-character position. Is that actor a doctor, a security officer, an administrator?
  • Organization
Who does the character align with? This could be a corporation, nation, etc.
  • Story Role
What is the intended role of this character in the story? Are they an instigator, a moderator, etc.
  • Story Beats
Every player needs to know the story beats so that the interactions with the Horizon can flow from beat to beat smoothly. It would harm the story's effect if an actor was not aware of a major story beat and accidently lead the Horizon astray.

Remember, you are in a position of power, but this is a collaborative effort. You may be directing the show, but do not shut down feedback from your actors. Let them help shape the story itself, choose their own roles, or help direct other actors as well.

No Storyteller

Odyssey does not hinge upon Storytellers. While it is ideal that a Storyteller is present, this is not always the case. In these situations, it is on the Actors to run the show alone. Thankfully, the same communication methods from before, AOOC, remain as a powerful planning tool, and a method to keep everything running as smooth as possible. Equipment is reliant upon the away-site itself Check with matt on this. There may be ways to get equipment here

Keep in mind that the group will be without a central directing figure. Whether one Actor steps up to help run the show, or everyone takes equal parts, take care that everyone is on the same page before the action begins. In most ways, an Odyssey round is similar to antagonist rounds with the key differences of location, canonicity (potentially), and resources.

This whole section needs a rewrite when I have a better idea of what it should say. I might need to rewrite earlier pages to place less emphasis on the Storyteller