Mage PBEM Rules

Or, how to make the GM happy

These "rules" are really instructions that will greatly reduce the amount of work that I have to do when putting together a game Turn. They're not hard, so do 'em. Please? :)
  1. Send moves to mage@pennmush.org. Send private stuff to alansz@pennmush.org.
  2. Write your moves in third person past tense. Example:
    Shredder smiled pleasantly at the maitre d' as his left hand 
    clenched around the man's throat.
    
  3. Set off notes to the GM or "conditional" moves using brackets. Examples:
    [GM: do I know this man?]
    [If the maitre d' twitches: Shredder shook his head and threw the man
     across the room. "Wrong answer," Shredder replied. ]
    
  4. Don't share Turns you receive from me with other players. The Turns are customized for each player, and may include info that the others don't know.
  5. When performing a Magickal effect in the PBEM, please be sure that you note (1) what the desired effect is, (2) how you'll create it, and (3) the spheres involved, in parentheses. If you're spending willpower or quintessence, put that in the parens with the spheres. Here're a few examples:
    Page Fault's hands blazed across the keyboard. If he could hack
    into VISA, he could track Dr. Evil by his credit card records.
    Of course, VISA didn't keep its records on visa.com -- the dialup 
    phone number and modem password was "need-to-know" even for 
    VISA employees. Page put on his VR goggles, and called up a representation
    of the VISA building on his computer. Flying through the building,
    he searched for the modem (Correspondence 2), hoping to find
    the phone number and password written nearby (Entropy 3)
    
    As the Man in Black drew his gun, John Grey flung the Tarot card
    in front of him, chanting the harsh Enochian syllables. The bolt
    of lightening on the Tower leapt from the card, and struck the
    MiB dead in the chest (Forces 4, will spend willpower).
    
    Sally looked at the gunshot wound, trying to determine how serious
    it was. (Life 1)
    
    Naturally, effects can fail, so the actual Turn may not match the move you send. You can speed things up by including notes (in [brackets]) about what you'll do if it succeeds, if it fails, etc. If you botch an effect, you can assume that the results won't be predictable or easy to deal with, so don't even bother coming up with "if"s for that. :)