FAQ Archives

Introduction and Roleplaying Guidelines

Introduction and Roleplaying Guidelines In an effort to make TRF a more storyline and character-oriented role-playing board, while still keeping the emphasis on governments, factions, and the like, the old Fleeting Rules are being replaced with this introduction to the new TRF Universe. Instead of being focused on building Fleets and keeping track of meterage (things associated more with "Out of Character" efforts), things are now going to be primarily focused on individual roleplaying creativity, ability, and Character Experience. The more experience your character gains in the TRF Universe, the more rounded in IC ability he, she or it will be.

The #1 and ONLY Rule: What could logically work is what will work. This is otherwise known as the Common Sense rule. It (it meaning the situation at hand) will work if it could logically happen given the circumstances surrounding the situation. Since there are so many different variables in how things could happen, this rule will effect all actions on TRF, from raising a fleet (it's common sense that a fleet commander could raise more ships than a Jedi Knight, for instance) to running a business (it is common sense that a well-established businessman could draw a bigger loan than a new one), this rule is all-encompassing.

Note: If you don't know if you have common sense, or, if you don't know if an IC act would make sense, ask someone!