One of the main questions recently voiced during a council meeting is the over-arching "tone" of individual crafts. The GC believes, as a whole, that defining these "tones" would be conducive to furthering symmetry across the game regarding the major crafts. So, without further comment, the crafts in question:
Healers -
Harper -
Weavers -
Smiths -
Starcrafts -
Bakers -
So, what do we need from YOU? Well, first off, all active crafters are encouraged - even solicited! - to please reply to this LJ entry via comment with their input on how they have roleplayed the main Hall as being.
Questions that we're really looking to address are:
Overall internal political tone. Conservative? Do they not like women to be crafters? Do they not EVER allow exceptions to the age limits? Do they expect a very high level of traditional values? Conversely, are they liberal? Do they encourage women to work for Mastery? What about riders - do they like them, or do they scoff at them? How do they feel about weyrs? Is posting a person to the weyr the equivalent of political exile, or is it just another posting to further one's position?
All of these factors add up for the general "tone". Eventually, once we have an accord for each craft, we'll compile that said accord into one "blurb" - a sentence or two, a Mission Statement of sorts! - and post it in the appropriate news files.
So, if you're a crafter, please, please please! share what you have played, at this junction!
Thanks!
Z'yi, on behalf of Council
Currently set on Pern's northern continent in the Tenth Interval, NorConMush explores the shifting relationships between Hold, Halls and Weyrs in a time without Thread and the fallout from a recent Comet Pass, an unexpected return of Thread ten turns into what was expected to be 200 turns of Threadfree skies. Our timeline originally picked up from the end of "The White Dragon" where a non-functional AIVAS was discovered and relegated to the dust heap of history. As such the events that took place in "All the Weyrs of Pern" have not occurred and our Pern continues to struggle with the cycle of Passes and Intervals and the push and pull of politics and social change that it entails.
The game has three open areas: Fort Weyr, High Reaches Weyr and Ista Weyr. To learn more about each area, visit the area's website, by clicking on the links above or to the right.
To join us on the game, use your favorite MUSH client or telnet program and head on over to norcon.genesismuds.com 4210.
All references to worlds and characters based on Anne McCaffrey's fiction are copyright © Anne McCaffrey 1967, 2000, all rights reserved, and used by permission of the author.