Missions, Events and Story Arcs
What is a mission?
Though there are exceptions, most posts on the in-character community are written during "downtime", when characters aren't in any distress and are just doing their own (sometimes plot-important, sometimes not) things. Where does all the mecha combat go then, which this mecha game is supposed to have a lot of?
Most combat happens on missions. Missions are pre-scheduled events during which we (players and at least one mission-running mod) gather together on AIM chatrooms and play out scenarios, almost always battle scenarios from one or more canons that are in the game.
Missions are always scheduled and have signups, though players may be able to participate even if they didn't sign up before if they happen to be online at the time and there is free space available. Mission scheduling, signup and lineup posts (as well as post-mission report posts) are handled by the mods and you can find them in the OOC community. Missions themselves are of course in-character, and all rules for in-character interaction apply.
You can expect around 2 missions each week. Sometimes more, sometimes (but not if we can help it) less.
Only active canons get missions. Each player is limited to having only two active LCW canons - the rest are inactive, that is their characters can still be around but they do not get any missions until they become active. There is no limit to how many non-LCW canons can be active.
AIM
The software we use for running missions and general OOC communication is AIM. An important thing to note here is that newer and older versions of AIM are not compatible. In order to participate in missions, use a legacy version of AIM - download link here. Alternatively, you may use another instant messenger compatible with AIM, such as Pidgin or Trillian.
The room name we use for OOC chat is usually "srwuooc". For IC missions, it's "srwumission#", where # is the mission number.
Guide to missions
* Type an * at the beginning of any post in which you are acting - performing an attack, defense or any other action when prompted to act or react, or performing a support. This is to help mods keep track of multi-line actions.
+ Type a + sign when you are finished with your action. Actions can be as many lines long as you feel you need to describe them.
& Type an & instead of a + sign when you want a reaction from your target before you continue with your action (to see if the first shot of a combo hit, for example). This is usually used when you want to trick your enemy, or unleash a combo that ends with a mighty finisher - please don't overuse this one, as doing it every other action may slow the mission to a halt!
# When someone else has been called for a react, type # to ask the mod for a turn call to support their reaction (take a hit for them, try to deflect the attack, or something similar) This is called a Defensive Support. When you Support someone that way, they still have to write a reaction of their own, but your support will (probably) make it much more effective.
@ When someone else has either had an action called for or finishes an action, type @ to ask the mod for a turn call to take an action in combination with theirs. This is called an Offensive Support, and usually is coordinated with the other player OOCly first to create a powerful combo attack.
Wingmen and Commanders - special rules
Wingmen are NPCs that accompany some player characters (those who stated so in the app) on missions, and have their own combat units. Rules for Wingmen are simple - if your character has them, you can incorporate their attacks into your actions' descriptions. Alternatively, you can choose to have only the Wingmen attack - and if the enemy responds, they will be the ones reacting as well! You are the one who writes the description either way of course.
Lastly, Wingmen may perform Supports in place of the player character, and can even Defensive Support them.
During some missions, NPCs will join the players' side, counting as temporary Wingmen of sorts for all players. These NPCs can be used for supports, both offensive and defensive. The mission runner will say something along the lines of "NPC available for supports" when this happens.
Player characters who are Commanders can have other player characters attack in their place when they have a prompt to attack. The other player has to give permission for this to happen, or the Commander can write an action where they want whomever wants to take the opportunity to follow the order and attack.
Either way, the action is described as the Commander describing how they come up with a plan for attack (or similar action) and then another character executing it (their player writing a follow up on the order, as if it was an Offensive Support). Such an action will be more effective than if the other character did it themselves without the Commander's order backing them up.
Many Commander-type characters use units that are not as powerful as others or even have no combat units of their own. This is a viable alternative that allows them to contribute to the battle and, if used smartly, turn the tides.
Missions vs event posts vs combat/situation logs
Missions are run via AIM, with a mission running mod, and almost exclusively focus on combat situations and important plot developments. Almost all missions happen on a giant robot scale, with appropriately sized threats or at least enemies powerful enough to be a challenge even for oversized mecha.
Event posts, on the other hand, are posted on the RP Community. They do not have scheduling or signup posts. They can be written by a player and without mod supervision, though you can request the mods to write the event post for you and/or control NPCs or otherwise supervise to promote fairness. But even if you intend to write an event post yourself, it is best to inform the mods beforehand to ensure the plot timing is right.
Event posts focus on non-combat events, or events that include on-foot non-mecha combat. Such fight scenes may also happen during missions, but that is rare. Event posts are not using mission-specific rules, with an initative order, supports, and such - just normal IC roleplaying rules. They do not make use of AIM, but you are free to coordinate with other players via AIM or any other means you can think of, to post faster for example.
In short, if it's a non-combat event, it should be handled via an event post. If it's a combat one using giant robots, it's probably a mission. If it's an on-foot combat event, it's probably an event post. Keep this in mind while writing your own list of events, and deciding which ones should be missions and which ones should be events! However there are always exceptions to the rule. If you are unsure if an event would be better handled by a mission or an event post, ask the mods for advice. Lastly, remember that there is a limited number of missions we can run (usually 2 per week), while a number of event posts is virtually unlimited.
Last thing that remains is combat or situation logs. These are written on the OOC community and describe what is going on in the game at the very moment - usually something dramatic, such as an enemy group attacking. When this happens, players who want to respond to the situation can write their own posts on the RP Community where they describe what their characters are doing. In case of enemies attacking (because that's how most combat logs will look like), that'd be an action post where the player character is fighting (in their unit or in rare cases on foot) and others are free to support them.
Combat/situation logs are not a part of a canon event list, though they may often accompany missions and events. They may also happen on their own, as a reminder that just because one canon had no missions for a while does not mean foes that originate from it are asleep and not acting against us.
Story arcs
Usually, missions happen on rotation - after one canon had a mission it does not have another for a while, to ensure fairness and that all active canons are represented in the game. However, sometimes canon events happen soon one after another, and it makes no sense (from either a dramatic or a realistic perspective) for us to wait several weeks or even months between them.
This is where arcs come in - if two or more missions are in an arc together, then they will be run close one after another. The suggested events list section of an application is where you note which missions are in an arc together - an arc may have between 1 and 4 missions (though single-mission arcs are the default and do not have to be mentioned at all), and as many event posts as you'd like.
Once an arc is over, the canon will have to wait for its turn to have a mission for a bit longer than usual. The longer the arc, the more the canon will have to wait.
Though there are exceptions, most posts on the in-character community are written during "downtime", when characters aren't in any distress and are just doing their own (sometimes plot-important, sometimes not) things. Where does all the mecha combat go then, which this mecha game is supposed to have a lot of?
Most combat happens on missions. Missions are pre-scheduled events during which we (players and at least one mission-running mod) gather together on AIM chatrooms and play out scenarios, almost always battle scenarios from one or more canons that are in the game.
Missions are always scheduled and have signups, though players may be able to participate even if they didn't sign up before if they happen to be online at the time and there is free space available. Mission scheduling, signup and lineup posts (as well as post-mission report posts) are handled by the mods and you can find them in the OOC community. Missions themselves are of course in-character, and all rules for in-character interaction apply.
You can expect around 2 missions each week. Sometimes more, sometimes (but not if we can help it) less.
Only active canons get missions. Each player is limited to having only two active LCW canons - the rest are inactive, that is their characters can still be around but they do not get any missions until they become active. There is no limit to how many non-LCW canons can be active.
AIM
The software we use for running missions and general OOC communication is AIM. An important thing to note here is that newer and older versions of AIM are not compatible. In order to participate in missions, use a legacy version of AIM - download link here. Alternatively, you may use another instant messenger compatible with AIM, such as Pidgin or Trillian.
The room name we use for OOC chat is usually "srwuooc". For IC missions, it's "srwumission#", where # is the mission number.
Guide to missions
- Missions happen on AIM during pre-scheduled times. Each mission room is accompanied by an OOC room, which should be used for general OOC chatter and mission coordination. Please refrain from using the IC mission room for OOC banter.
- During the mission, the mission-running mod is responsible for describing the situation to the players, as well as running enemies and other difficulties they face.
- When not in combat, players are allowed to move freely and perform various actions without the mission runner prompting them to do so. When combat starts during a mission, the mission runner will provide a list of enemy targets and an initative order. In combat, players act when prompted to by the mission runner, in order of initiative. You are always free to perform minor actions such as talking, moving around a bit, reloading and similar actions that cannot influence the tides of battle, even without prompting.
- When it is a player's turn to act, they should write an action describing how their character attacks the enemy, and which enemy is targetted. Non-attack actions are of course also allowed - the sky's the limit if you have a good idea on how to resolve the situation! Either way, it is suggested that you type out your action in advance, to save time.
- Likewise, when a player is under attack, they will be prompted to react - write an action describing how they defend themselves, try to evade the attack or if they feel foolhardy, try to counter with an attack of their own!
- The game doesn't have any mechanics per se and we don't roll dice during combat. What determines a character's performance is how their actions were written. A character that does something smart or really awesome (or really hilarious) will find that their action was really effective. On the other hand, if you do something really stupid then your unit may get damaged - especially when dealing with bosses, who are much more dangerous than normal grunts!
In general though, player characters will be reasonably effective during missions regardless of how weak or strong their units are theoretically supposed to be. There is nothing fun in one player's overpowered machine wiping out all enemies while others are locked into uselessness. - More of a guideline than a rule: During missions, the mission runner mod is often very busy and has no time to look at the OOC chat room. If you need to talk to them, do so directly over AIM instead!
* Type an * at the beginning of any post in which you are acting - performing an attack, defense or any other action when prompted to act or react, or performing a support. This is to help mods keep track of multi-line actions.
+ Type a + sign when you are finished with your action. Actions can be as many lines long as you feel you need to describe them.
& Type an & instead of a + sign when you want a reaction from your target before you continue with your action (to see if the first shot of a combo hit, for example). This is usually used when you want to trick your enemy, or unleash a combo that ends with a mighty finisher - please don't overuse this one, as doing it every other action may slow the mission to a halt!
# When someone else has been called for a react, type # to ask the mod for a turn call to support their reaction (take a hit for them, try to deflect the attack, or something similar) This is called a Defensive Support. When you Support someone that way, they still have to write a reaction of their own, but your support will (probably) make it much more effective.
@ When someone else has either had an action called for or finishes an action, type @ to ask the mod for a turn call to take an action in combination with theirs. This is called an Offensive Support, and usually is coordinated with the other player OOCly first to create a powerful combo attack.
Wingmen and Commanders - special rules
Wingmen are NPCs that accompany some player characters (those who stated so in the app) on missions, and have their own combat units. Rules for Wingmen are simple - if your character has them, you can incorporate their attacks into your actions' descriptions. Alternatively, you can choose to have only the Wingmen attack - and if the enemy responds, they will be the ones reacting as well! You are the one who writes the description either way of course.
Lastly, Wingmen may perform Supports in place of the player character, and can even Defensive Support them.
During some missions, NPCs will join the players' side, counting as temporary Wingmen of sorts for all players. These NPCs can be used for supports, both offensive and defensive. The mission runner will say something along the lines of "NPC available for supports" when this happens.
Player characters who are Commanders can have other player characters attack in their place when they have a prompt to attack. The other player has to give permission for this to happen, or the Commander can write an action where they want whomever wants to take the opportunity to follow the order and attack.
Either way, the action is described as the Commander describing how they come up with a plan for attack (or similar action) and then another character executing it (their player writing a follow up on the order, as if it was an Offensive Support). Such an action will be more effective than if the other character did it themselves without the Commander's order backing them up.
Many Commander-type characters use units that are not as powerful as others or even have no combat units of their own. This is a viable alternative that allows them to contribute to the battle and, if used smartly, turn the tides.
Missions vs event posts vs combat/situation logs
Missions are run via AIM, with a mission running mod, and almost exclusively focus on combat situations and important plot developments. Almost all missions happen on a giant robot scale, with appropriately sized threats or at least enemies powerful enough to be a challenge even for oversized mecha.
Event posts, on the other hand, are posted on the RP Community. They do not have scheduling or signup posts. They can be written by a player and without mod supervision, though you can request the mods to write the event post for you and/or control NPCs or otherwise supervise to promote fairness. But even if you intend to write an event post yourself, it is best to inform the mods beforehand to ensure the plot timing is right.
Event posts focus on non-combat events, or events that include on-foot non-mecha combat. Such fight scenes may also happen during missions, but that is rare. Event posts are not using mission-specific rules, with an initative order, supports, and such - just normal IC roleplaying rules. They do not make use of AIM, but you are free to coordinate with other players via AIM or any other means you can think of, to post faster for example.
In short, if it's a non-combat event, it should be handled via an event post. If it's a combat one using giant robots, it's probably a mission. If it's an on-foot combat event, it's probably an event post. Keep this in mind while writing your own list of events, and deciding which ones should be missions and which ones should be events! However there are always exceptions to the rule. If you are unsure if an event would be better handled by a mission or an event post, ask the mods for advice. Lastly, remember that there is a limited number of missions we can run (usually 2 per week), while a number of event posts is virtually unlimited.
Last thing that remains is combat or situation logs. These are written on the OOC community and describe what is going on in the game at the very moment - usually something dramatic, such as an enemy group attacking. When this happens, players who want to respond to the situation can write their own posts on the RP Community where they describe what their characters are doing. In case of enemies attacking (because that's how most combat logs will look like), that'd be an action post where the player character is fighting (in their unit or in rare cases on foot) and others are free to support them.
Combat/situation logs are not a part of a canon event list, though they may often accompany missions and events. They may also happen on their own, as a reminder that just because one canon had no missions for a while does not mean foes that originate from it are asleep and not acting against us.
Story arcs
Usually, missions happen on rotation - after one canon had a mission it does not have another for a while, to ensure fairness and that all active canons are represented in the game. However, sometimes canon events happen soon one after another, and it makes no sense (from either a dramatic or a realistic perspective) for us to wait several weeks or even months between them.
This is where arcs come in - if two or more missions are in an arc together, then they will be run close one after another. The suggested events list section of an application is where you note which missions are in an arc together - an arc may have between 1 and 4 missions (though single-mission arcs are the default and do not have to be mentioned at all), and as many event posts as you'd like.
Once an arc is over, the canon will have to wait for its turn to have a mission for a bit longer than usual. The longer the arc, the more the canon will have to wait.