Hidden Meadows

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Hidden Meadows Policies

1. Las Vegas: What happens at Hidden Meadows stays at Hidden Meadows. This is a simple GAG order and the most important rule of all. Don’t ever reveal to non-Hidden Meadow Players **ICly** about Hidden Meadows stuff. This /must/ be agreed upon OOCly before joining Hidden Meadows. Even OOC talk should be limited as in the past OOC info has accidentally been mistaken for IC info.


2. Leaving Vegas: You can leave Hidden Meadows and seek RP outside the city and in Prospect. Just abide by rule number one.


3. Bringing Visitors to Vegas: It sounds tempting; just don’t do it. If they aren’t HM-approved say your farewells at Prospect. We don’t need non-HM players witnessing a potentially disastrous scene which leads to risk or death.


4. I’ve Gained Outside Risk: While HM is designed to generally protect us from outside influences and forces. If a player specifically conducts ICA=ICC outside HM and is now hunted due to risk; the HM community would prefer that all ambushes or PVP attacks happen away from HM. To spare the community from getting dragged into your stand alone actions. Your enemies are your own. Rent locally in Prospect City or have a spare house to attack and defend yourself /there/ if looking for that sort of play. That way if you do die; its far away from those who didn’t want it at HM.


5. Your Evil is not My Evil: Always respect someone OOCly. Players still follow CoH polices and rules. If someone wants to bow out of a scene due to not liking your IC actions, let them.


6. House Always First: This is the approach or idea that any issues that arise **within-in** certain factions or spheres should be handled by that specific house first. IE) Bob the HM BSD is a jack-ass in his own HM BSD sphere. Juliette the HM BSD leader should be responsible for Bob’s punishments. This gives Juliette the chance to RP as a leader and Bob to learn from his mistakes. How a House handles things will be up to the leadership and diplomacy of that specific house.


7. Voted Off the Island: This is the approach or idea that major issues that arise **cross-spheres** and factions should be handled by the HM community leadership. IE) Bob the HM BSD really pissed off the HM Sabbat and the HM Nephandi coven. A diplomatic hearing will be held between the various HM faction leaders to see if Bob is worth keeping or potentially voted off the island. Depending on the nature and severity of circumstance; a PC might have their behavior corrected by House Leadership; forced to pay/perform a contribution of sorts; find themselves kicked out of HM with all memories of HM erased. And in more troublesome or extreme cases that arise it might be best to retire said PC or as a last resort for HM to kill said PC.


8. Not A Care-Bear Catering Zone: While most Players and PC’s are playing in HM to avoid /outside/ consequences like PVP/PK/Death. HM reserves the right to police their own via rules 6 and 7. In most cases; non-lethal solutions and circumspect play are expected and wanted first and foremost with every given case; in which PC’s always get away potentially un/hurt but remain alive and learn their lessons. For extremely hostile and outlandish PC’s who don’t get along with anyone. You might find your /own/ faction or the HM community turning against you. RP is RP; and PC’s are expected to preserve their own livelihood and make beneficial dealings from faction leaders to faction leaders. Trying to destroy HM from within will likely backfire. And catering to your wants and wanton destruction is not what HM is about. If you push for your own death by constantly screwing over others in HM; you might just get it.


9. We Just Want To Have Fun: In the end, we just want to have fun and enjoy fellow players who are like minded in our pursuits. Most of these rules are in place so this community can work and function together. Evil doesn’t always get along with evil; but when it does it is a powerful and beautiful thing in the WoD.

Neighborhoods

Grid Squares Places of Interest
Businesses: OmniTv Studios, Milano Law Firm
Utilities: Precinct 13 Police Station **Hidden Meadows Entrance**
Arts/Entertainment/Leisure: Museum of the Macabre, Earthly Delights, Prospect Radio, Heart's Desire, Hidden Meadows Country Club
Residential: Saint Iscariot, The Mirrored Raven.
Amenities

Hidden Meadows NPCs