Actions

Greenshirts

From ThornsWiki

Under the current game rules, a player may control minor NPCs in a thread. These minor devices are known as greenshirts. The proper use of a greenshirt is to make minor adjustments to your character's actions that would be otherwise unexplainable - a stranger can direct your character to someone's house, for example, or tell him a piece of news that would have logically traveled to him. They also exist for convenience; if your character wants to buy a bagel at a bagel place, for example, and you don't want to wait for a moderator to actually HAND him the bagel, it is acceptable to assume that he was successful.

Greenshirt Rules

  • Greenshirts may appear in more than one post, may be named (as long as the names do not correspond to any existing NPCs), and may have dialogue.
  • Greenshirts cannot become the focus of the thread, or the main character of more than a single post. They're auxiliary characters who are there to expedite the main storyline.
  • Greenshirts cannot become too important. For example, they can't do something that would majorly affect another character UNLESS the owner of that character gives permission (for example, if you both agree to let your greenshirt arrest them). You'll need to note this OOC if this is the case.
  • Greenshirts cannot exist for the purposes of blatant self-promotion over another character; for example, if you're in a competition with another character, you can't have your greenshirt tripping the other guy up (unless, of course, you both agree to it; see above rule).
  • While greenshirts can appear in multiple threads, they can't be alone there; you need to be playing your character.
  • Greenshirts must be realistic. Either give them realistic personalities or try to avoid giving them a personality at all. They also have to follow the logic of the game; no Seventen officers murdering innocent civilians in broad daylight, and no operatives giving away the location of the resistance. They should not make any major changes to the plot. They're just there to expedite it.
  • You may kill greenshirts. (This of course turns them into them redshirts.) Combat permissions apply; self-moderating is acceptable as long as all parties involved in the RP are OK with it.
  • Don't overuse greenshirts. Keep them to a reasonable number; you shouldn't have a small army of NPCs in a single thread. The goal is to RP with other people, not yourself!

Examples of Acceptable Greenshirt Use

John arrived late at the tailor's shop, having rushed over from the greengrocer's. Along with a handful of change, the grocer had given him a useful tip about where to get his shirt repaired.

This example is acceptable because the greenshirt (in this case, the grocer) is only referred to, not seen; his actions are merely an excuse for John to find out where the tailor's is. Since the location of the tailor's is probably common knowledge for anyone in the city, it's acceptable for him to have found out through a greenshirt. If John had been looking for something more secret, however, he would have had to roleplay his search for the truth!

John pushed through the crowd, knocking aside an elderly man in the process. Unfortunately, the older gentleman also wanted his shirt mended, and cracked John over the head with his cane, leaving a smarting welt.

This example is acceptable because the greenshirt, although he is taking direct action, is not changing the plot in a major way. The greenshirt merely adds flavor to the scene. There could have been a dozen reasons why John decided to go home instead of to the tailor's; now, he has the excuse that his head hurts.

John was feeling a bit woozy, so he stopped into the apothecary to buy a headache remedy. The druggist on duty stared at the huge bump on his head and advised him to avoid any more public brawls before handing him the medicine in return for a few coins.

This is a creative way of describing the bump on John's head. John can assume he was successful in buying the medicine.

Examples of Unacceptable Greenshirt Use

As John faced the angry tailor, he looked around for a weapon. How could he fight without one? Suddenly, a strange man in the crowd handed him a sword. Taking it in hand, John charged the tailor.

This is pretty obvious greenshirt abuse, and posts like this are the main reason that most games don't allow players to control NPCs. You can't use a greenshirt to your advantage.

John had looked all night for the entrance to the secret tailoring hideout, and he was about to give up when a greengrocer approached him on the street. After a little wheedling, John was able to convince him to tell him where the entrance was.

Forgetting that your average greengrocer probably wouldn't have top-secret information, this is unacceptable use because this information is not common knowledge. If something is secret, you have to actually roleplay to look for the answer.

As John entered the tailor's lair, all the tailors looked up in fear at his mighty stature and fearsome sword. Shaking in their boots, they awaited his wrathful judgment.

If you're about to interact with some NPCs, don't assume that they feel any particular way about you. The tailors in this scenario might be incredibly strong and have no reason to fear John. Any NPCs that you could potentially interact with are not fair game for greenshirting.