User Tools

Site Tools


sanctioned_event_guidelines

Sanctioned Event Guidelines

While we try to encompass a broad range of sci-fi themes in our events, they require a fairly consistent framework to run as an ongoing campaign series, so we tend to run events in a fairly similar format. However, we always intended Orion Sphere to be flexible and open for players to collaborate in creating their own stories. As such, the Orion Sphere LRP rules & setting can be licensed for other people and groups to run their own events, which have a lot more freedom in terms of the kind of venue, themes and storylines they use. So you can run an Orion Sphere event!

Although the OSVerse is a very open setting, there are certain consistencies that we require for the setting and ongoing campaign to remain coherent. This is especially important with the approach we have to sci-fi, where established things such as strange technologies and substances can in theory be brought forward into subsequent events and have an ongoing impact in the wider game and setting. So, we have categorized different types of events that can be run using some or all of the Orion Sphere setting and rules.

Event Types

Continuity Events

  • Occur as part of the ongoing OSLRP campaign.
  • Use the existing OSLRP Rules system.
  • Can feature additional special event-only rules or items.
  • Can feature active player characters.
  • Can offer rewards and Reputation to player characters.

Continuity Events are run as part of the main continuity of the ongoing Orion Sphere LRP campaign. They are considered to be part of current events in the OSVerse, and are likely to have effects or consequences that ripple outwards to future mainline events. Although they have a lot of freedom in terms of concept or execution, Continuity Events must adhere to certain setting conventions and retain the use of the OSLRP Rules. Other than these restrictions, Continuity Events have a lot of freedom to explore alternative event structures or themes not usually covered at mainline OSLRP events. You can, for example, run a purely social gathering as a Continuity Event.

Continuity Events require plot oversight from the Game Team during your planning process, and for the OSLRP Rules to be in place at the event. You can, with permission, introduce additional special rules or mechanisms that fit with your event concept - generally this is fine where they will be limited in scope by some aspect of your event plot. For example, you may wish to run an event using laser tag equipment - which is perfectly fine as long as you have a plot framework for the use of these weapons being restricted to this one event. Players may play as their existing Orion Sphere LRP characters at these events, and any consequences and outcomes may carry forward into future events. Existing characters should bring any lammies, cash or other Game Items that they intend to use at the event, as we cannot guarantee access to the character database or bank accounts.

Characters attending Continuity Events can gain Reputation or other in-game rewards during the event, usually commensurate with the risks and dangers of the event.

Chronicle Events

  • Occur within the OSLRP Setting, but not as part of the ongoing campaign.
  • Can use a different or more limited ruleset to better communicate the event’s themes.
  • Cannot feature active player characters without special dispensation.
  • Can feed into and fill out the background of the OSVerse setting.

Chronicle Events occur within the Orion Sphere LRP setting (often in the past or possible future), but do not require the use of the OSLRP rules (although they can if you want). Example Chronicle Events might include;

  • A horror-themed event run on a world just landed on by ancient Terran colonists
  • An event focused on Elysian Judges working out the finer points of their philosophy
  • An Ascendancy command group overseeing the fleets in desperate defence during the First Tulaki Invasion.
  • An event centred around diplomacy on ancient Origin when the Tulaki tribes came together.

Chronicle events are intended to explore part of the background or an interesting part of the setting while deviating from the underlying mechanical aspects of the game. Many themes are not served well by the heroic action mechanisms that the OSLRP system is built with, and might be served better by lighter or more focused rules sets.

Chronicle events require a sanctioning fee and oversight of the event plans as with Continuity Events, but have a lot more freedom in terms of what can be Sanctioned. To prevent overspill, in general Chronicle Events cannot have characters from the main event Continuity present (although if your event concept allows for it then it might be possible). In general most attendees at Chronicle events will be playing alternate characters that fit the event concept. Chronicle events can affect the main continuity in their consequences, or can “fill out” certain parts of the background, and events that occur in the past can have their outcomes retroactively inserted into the canon of the ongoing game world.

Unsanctioned Events

  • Are not considered part of the OSLRP campaign - Unsanctioned events are not “canon”.
  • Consequences and in-character occurrences do not affect the ongoing game.
  • Must still obey the Conduct Rules to have permission to use any elements of the OSLRP setting or rules.

If your event has elements which have been refused sanctioning, but you go ahead anyway, or if you have not approached us to ask for sanctioning at all, then your event is Unsanctioned. Unsanctioned events do not have any impact on the wider campaign, and anything that occurs at them is not considered to have occurred within the “canon” of the ongoing campaign. We would ask that if your event is Unsanctioned that you make that clear to all participants.

Running a Sanctioned Event

If you have an idea for an event, the first thing to do is to create a brief summary (usually a paragraph or two is fine) and get in touch with us at orionspherelrp@gmail.com. This starts the process of Sanctioning, and after you’ve got the ok on the high-level concept you are free to start arranging things like a site, crew, plot and pricing. We may be able to provide a certain amount of support with payments, marketing, but ideally you would be able to do most of this work yourself.

During the preparation stage for your event, we will work with you so that your concept and planned plot (if any) fits into the wider OSLRP setting. The easiest way to do so is for you to write up your event plans in a collaborative document that is shareable such as Google Docs. There are a few guidelines near the end of this page about useful things you may want to include or avoid.

Expectations

When you run an event linked to OSLRP, there are a number of expectations we have, most of which should help you to organise and run the event. There are also a few things you can expect from us, to help you run an event that gets your concept across in a way that works in the OSLRP campaign.

What we expect from you

  • All events using any aspect of the OSLRP setting or rules, whether Sanctioned or Unsanctioned, must adhere to our Conduct rules. You are not permitted to use any aspect of our rules or setting without first agreeing to adhere to our Conduct rules. If an individual has been banned from attending future OSLRP events, then we will not Sanction any event that they are attending.
  • If your event could possibly involve any combat or similar activities, you need to get event insurance, either for your event alone or as part of a series of events. LRP Alliance are usually a good source for it, and have special rates for one-off events.
  • We require a payment of £50 for Sanctioned Events, as a fee to licence the relevant parts of the setting and rules for your event. For smaller events we can reduce or waive this fee on request.
  • That you provide a clear summary of the themes or concept of your event to attendees prior to them booking, so that they know what type of event to expect.
  • That you can share a document outlining your event plans with us as they develop, and let us know about any major changes and additions.
  • That you take our suggestions and requests on board when developing your event concept and plot.
  • To be able to provide a firm implementation of the rules, either by having OSLRP Referees at your event, or by having a solid grounding yourself (we can help out with this).
  • To let us know the outcomes of the event so that we can integrate them into the ongoing campaign.

What you can expect from us

  • To work with you to fit your event concept into the wider game setting.
  • To provide oversight and suggestions on fitting your event plot into the OSVerse.
  • To provide supporting materials for your event, such as Sample cards, rewards or other game items (or the files for printing and putting your own together). This could include props or kit from our stores if logistics and transport can be arranged.
  • To integrate the outcomes of your event into the ongoing campaign (if any).
  • To provide other support or materials as we are able to.

Event Guidelines

There are a few things that it helps to be prepared for when it comes to running an event, which you may not have experienced at main events.

Science Fiction

OSLRP is a sci-fi setting, and is rooted in the conventions of that genre. Specifically, OSLRP is rooted in the 90s and 2000s long-form serial sci-fi television series - Star Trek: TNG and Deep Space Nine, Babylon 5, Firefly/Serenity, Earth: Final Conflict, etc. One of the key differences between sci-fi and fantasy as a setting is a vague connection with how a thing “should work” - a bit more explanation is required than “a wizard did it”. This TVTropes page gives a semi-coherent version of what we’re trying to say here. If you want to introduce a new thing, try and link it to something that already exists, and try and make it work in a consistent way. That’s not to say we only have one source of Applied Phlebotinum - we have loads, and you can always make another one if you need to, but once you’ve made it try and keep a record of it and make sure it keeps being able to do relatively consistent things.

Saying all that, OSLRP has the advantage of being an original and broadly defined setting, so in practice we can include all kinds of themes and weird stuff. Feel free to incorporate a full grab-bag of sci-fi and any other number of tropes in your plotlines. System, Location and Scope The OSVerse is vast and deep, so in order to have a connection with the wider game, events must be located somewhere in it. Depending on your event concept, the star system and planet or station your event occurs on may be very important, or only of marginal interest. It’s useful to think of where your event will be set, so you can think about things like how easy it would be to communicate outward, how quickly reinforcements might arrive, how populated the area is, and whether the environment might be hostile or contain certain Hazards or induce specific Conditions.

Linked to this is the concept of scope - how narratively “big” your event is. Typically, player characters are able to influence things at the level of a planet or perhaps even a star system, but above that level the more powerful forces of the Factions come to bear, and often act to preserve the status quo. You are free to create new locations for your event, up to a star system. You can create new NPC minor powers if appropriate, but creating new Faction-level groups or similar is unlikely to be sanctioned.

Space Missions and Bridge Sim rigs

It is possible to integrate starship simulator rigs into your event, if you can access the equipment and have someone familiar with the software. The Bridge Sim software we use for mainline OSLRP events is made freely available by the UK Starship Bridge Simulator crew - it is worthwhile asking them if your event concept could involve using Simulator rigs. They should be able to give you advice on getting things running, what gear you will need, and possibly allow you the use of one of their rigs if the logistics can be worked out. Running the simulator rigs is an intensive job, so it’s worth getting someone on your crew trained up in how to run a starship session and having one or more crew dedicated to the simulators at your event.

Creating New Rules

If it fits your event concept, you can create new things such as Conditions, devices, effects etc. It's important to have an idea of what you want these effects to do - there may be a similar effect already in the game, which you can re-use. New Conditions could in theory be worked into the wider game, so its worth having a think about how a given Condition might work in a wider context. If something is intended to be restricted to your event, and either doesn’t make sense or would seriously disrupt the rest of the game setting if removed from your set context, then you should try and write some limitations or “get out clauses” into your event plot to prevent things being taken by players and used at later events. For example, if you have a giant planet-destroying laser cannon as part of your plot, you should make it clear that it cannot be brought outside the planet/system your event is in - either its power is reliant on something special that can’t be moved, or it breaks irreparably after being fired or similar. Having things being Inventions of a particularly fringe scientist, using one-off or ultra-rare resources is a good default option, or having something being linked to a large and immovable Precursor artefact is also good.

Science!

It’s important to remember when you are writing up your event that if you have strange phenomena then Scientist characters are likely to want to get information and samples about them. For phenomena like alien diseases, strange energy fields, devices or artefacts, it is useful to have some idea of what kind of information an Examination with a scanner could reveal, and what levels of information would be granted depending on how many successes are acquired. Typically 1 success on an Examination grants basic information, 3 grants useful and relevant information, and 5 grants super-specific detail that expands the feel of the game and may have additional layers.

Similarly, you should alway be prepared for players to Sample almost everything they find - this probably won’t be an issue at your event, but may become an issue for the Game Team afterwards if the samples have been written up poorly or you don’t have any reference for what has been sampled.

Plot Guidelines

There are certain themes or sci-fi tropes that are either not part of the OSLRP setting, or are secrets specific to certain Factions, groups or MegaCorps. Unless your concept is to dig deeper into a specific one of these areas, they are probably best avoided or written around. It’s important to note that there are always workarounds or alternative ways of presenting your concept that will be more likely to be Sanctioned.

  • Precursors - Precursors can go far and above what would otherwise be possible in the setting, but in a sci-fi setting they are usually still quite consistent. Specific Precursor species also have certain themes or aesthetics that their remnants have, and consistency is important.
  • Artificial Intelligence - AI in the OSVerse is typically not the all-powerful Artificial General Intelligence of many sci-fi novels, and is much more limited in scope (unless your event was about a one-off AGI, which would be a rare thing).
  • Corporate Secrets - Each of the MegaCorps has one or more Big Secrets behind them, usually linked to the specific services they provide. These may not always be possible to explore at a Sanctioned event, as they are part of the greater game mystery.
  • Uneasy Peace - The four Factions exist in a state of uneasy peace verging on a cold war in some areas, and that’s mostly how their leadership likes it. Your event is unlikely to be the single inciting incident for a galactic war.
  • Conduct policies also apply to plot at events. Don’t make the Ferengi.
  • Modern day human religions did not survive into the current OSLRP setting. You can acknowledge that they existed in an archaeological sense, but no more than that.

Core Technology Assumptions

  • FTL Travel
    • Warp Drives - All the Factions have Warp Drives that can cross the Orion Sphere in a couple of weeks. Most ships, especially bigger ones, will be much slower, taking a month to cross a Sector (1000LY wide). Player “ships”, the below-abstraction-layer vessels that transport player characters to events, are pretty fast (basically “fast enough to get to events” fast). Warp Drives have to go slower near big gravity sources (so systems, stars, and planets. They need to travel at slower speeds to the edges of a star system, and can reach their top speed once they leave it.
    • Jump Drives - Jump Drives are only available to the Spacer Collective, and are the core of their technology. They need time to calculate a long-range jump, and their mechanism is secret. Jump Drive ships will generally jump into a system close to that system’s star (the “Jump Point”). Players hiring Spacer Collective ships is what allows them to instantly go to mission locations to do missions at events. Outside of players hiring them at events, hiring Spacer Collective ships is reserved only for a very few high-Reputation individuals. The vast majority of NPCs have to travel using Warp Drive ships - basically nobody expects a Jump Drive ship to appear unless they have encountered them before in the hands of players.
  • FTL Communication - Wherever the Spacer Collective have a presence, they offer FTL communication as a service. You can send messages and even short videos for a minor fee. Live chats are far, far more expensive. So for most people, its more like a space telegram than a space phone system. Systems without a Spacer Collective presence have to carry messages on FTL messenger starships, which can take weeks.
  • Gateways - Working on a fundamentally different technology from FTL Drives, Gateways are available in all the Factions. They use quantum entanglement to make two locations with gateways functionally become the same place, so you can walk from one to the other. Gateways need to be set up, powered and finely tuned in order to work, and can be “locked out” to people with certain key-like devices or biometric fingerprints or whatever. Good for pre-planned movement from A to B, generally within a range of a planet to its moon, but some can go between planets in the same solar system.
  • Personal Shielding - Energy Fields can be shaped around a person and programmed to block high power projectiles, etc. They are generally only susceptible to being overloaded by high energy blasts or large melee attacks - hence no machine guns or solid projectile guns in the setting. Starships also have energy shields to prevent them running into rocks and whatnot.
  • Starships & Space Stations - Come in a variety in sizes, scales and purposes. General PC level starships (for “Crew” type PC Groups) are probably what you would expect on the smaller level in Star Wars - Millennium Falcon or Firefly scale stuff. Large Faction warships probably get up to the Enterprise from Star Trek scale, but you don’t really get city-sized Super Star Destroyer scale ships (with the exception of some Old Earth Sleeper Ships). Stations tend to be of a scale of large starships, but are rarely gigantic “cities in space” sorts of thing.
  • Cybernetics - All Factions have access to functional “basic” cybernetics that replace lost limbs or organs, and function as the player of the character can do things - these are pretty much character background stuff, and have no game effects. More powerful cybernetics tend to cause harmful (often fatal) neural feedback loops. The CPS MegaCorp are really the only source of reliable cybernetics that can grant superhuman powers without killing their host. CPS pretty much sell to most people as long as they can pay, so you can have cybernetics crop up in all sorts of places, on space pirates or whoever. In the vast majority of cases, cybernetic implants can’t be recovered from someone intact. If there is an incident where an implant is recoverable, it will require someone who is both a physician and an engineer to remove (and also to implant).
  • Psionics - Psionics encompass all manner of supernatural power, but each Psionic Species has their own “theme” that their powers reflect. Psionics are fairly poorly understood, especially outside the Commonality. The important thing is that each species has key themes for their powers, and that there is little or no crossover between species.
    • Elysians - Elysian themes include telepathy and manipulation, psionic resonance, and limited bodily control.
    • Lithos - Lithos Themes are all about stone and the land around them - manipulating it physically or communing with it.
    • Kelki - Kelki Telekinesis is about striking out or armouring yourself with powers that affect the physical world.
    • Vikaas Aquerna - Their themes are empathy, and the porous nature of their minds, allowing them to radiate emotions or draw negative influences into themselves and diffuse them out.
  • Energy Generation and Power - Lots of methods of energy generation exist. Most starships are powered by small nuclear fusion or fission reactors. The best and most efficient reactors (orders of magnitude better than the nearest competitors), however, are operated by Galactic Energy Supplies, and their inner workings are a corporate secret. GES and local governments will also have a bunch of other power generation methods at their disposal, like orbital solar arrays, gas giant harvesting rigs, on-planet power plants, etc. Most portable power takes the form of Charges, measures of high energy semi-stable plasma in specialised containment bottles, which can be transferred easily and safely between devices. Energy use is so ubiquitous that a standard Charge also forms the basis for the OS-verse economy, with 1 Charge being worth 1 Energy Chit.
  • Inventions - Inventions are things that allow for the rules to be expanded on or broken in a limited way. People can create new once-off technology or other stuff, which isn't necessarily possible to reverse engineer without several samples. New Psionic Paths, new Skills, weird stuff like Ritual Tattoos or new Ceremonies, all are possible for NPCs to have, and either teach players, or just use and then lose when they are defeated. If you need something that is outside the scope of the rules, 95% of the time it can be an Invention of some kind without much chance of further repercussions
sanctioned_event_guidelines.txt · Last modified: 2024/04/18 18:56 by conan