Game Master

From Sojourn

Game Masters are responsible for the validation and subsequent approval of events. They work closely in the event creation process to ensure that the event follows the Event Checklist. An event requires approval from a Game Master to proceed.

Mandates

Game Masters have a range of powers depending on how capable they are. In general, they fall into one of a few categories.

Broad
These GMs can support and approve the whole gamut of events from the simplest to the most intricate of arcs and their constituent events.
Arc
These GMs are specifically dedicated to reviewing and overseeing Arcs and its events. They don't concern themselves with smaller or single shot events.
Persistent
These GMs focus on the more complicated single-shot events that need more specific approvals without the benefit of an overarching Arc approval.
Mini
These GMs focus on approving small events with few lore or code consequences that can be used to spice up a round on short notice.

Event Validation

Game Masters are responsible for ensuring an event will neither breach lore, have code mishaps, nor cause administrative troubles. See Event Checklist for details. The GM may seek to approve an event for a single run, multiple, or to have it permanently added to the List of Approved Events for frequent use as a midround event.

While full approvals are generally required to run an event, GMs have some discretionary power to bypass approvals.

  • Most commonly, fully merged code features that the GM or an involved Operator are familiar with need no approval from Code.
  • Less frequently, if an event draws on well-known lore and will make no changes to it, such as a known colony enemy launching an attack on an already established site with no chance of any change in relations, Lore need not be involved.
  • In extraordinary cases, events that need temporary rule amendments may skip getting approval from the administration. The premise of the event isn't enough to justify this exception: the amendment should either be strongly unforeseen or have such a small risk as to justify surprise when it happens.

Once an event is approved, it is available to use as soon as round interference approval is granted.

Round Interference

Before running an event, the GM is expected to contact the administration to ensure the round is available for interference. If a significant player-driven event is occurring, or other circumstances (such as midround events) are taking too much of the playerbase's attention, the administration may refuse to open the round to the event.

Administrators may add the following conditions before the event may take place:

  • The event must be postponed until later, or to the next round, due to current events.
    • This may not be done two rounds in a row for the same event, or if the event has already been announced, voted on or telegraphed after all other set conditions are met.
  • The event must be announced in advance by some amount of time, up to 7 days.
  • The event must pass a vote of some threshold, no greater than 75%.
  • The event must be telegraphed in some way before it begins.
  • The event must be openly announced at the beginning of the round in which it will be run.
  • The event must be openly announced when it begins.
  • The event must be kept secret from the playerbase before it is launched.

If conditions conflict with each other, the GM has the authority to determine which conditions to ignore, to remove conflict.

In the event of radio silence from the administration, or in the face of unreasonable demands, a GM is authorized to bypass the round interference portion of approval, so long as an announcement of the event is made no less than 48 hours (2 days) in advance of the event. This power does not excuse the GM from attempting to contact the administration about possible rule implications, but may be used in response to radio silence on that matter as well.

Event Oversight

Game Masters take custody of an event once the event begins. Unlike Event Operators, they do not directly run the event through the game's tools. Instead, it is their responsibility to ensure that the players have a fun time experiencing the event, coordinating with the creator of the event to keep it on track while directing Operators to make changes as they see fit.

GMs are expected to oversee the event from start to finish, but have the discretion to allow an Operator to handle an event in their place if it's minor enough to not need oversight. Simply trusting the operator, however, does not suffice to justify this exception for a larger event.

While the GM should not directly be running most events, if an event is sufficiently simple and there are no Operators available, or if an extra pair of hands are needed beyond the staff already involved, the GM may also run the event.

A single Game Master should suffice for most events, but if additional oversight is needed, another Master can ease some of the burden. The event remains the responsibility of the GM who approved it. If none are available, an Administrator can also help.

Deputizing

Event Operators should be used and prioritized when help is needed for the event. However, if more hands are needed than are available, the Game Master can deputize certain willing staff, in this order of priority:

  1. Other Game Masters
  2. Administrators
  3. Moderators
  4. Code Staff
  5. General Staff