Transplants
In a Multitheme MUSH, some cross-pollination of settings is inevitable. But too much can lead to a host of problems, stifling RP instead of promoting it. To save time, energy, and sanity, we present a set of guidelines governing what extradimensional items people can use.
- In general, characters are better off sticking with the stuff they know best. A swordsman from a plane with a Medieval tech level could learn to use other swords, but it would take a lot of time and practice for him to learn how to use a beamsaber without hurting himself. Learning how to use a gun would take even longer; not only is it from a plane with a higher tech level, it isn't anything like a sword. It would likely take years for him to learn the appropriate skills.
- Some items from other Planes are also allowed, as long as it ICly makes sense for the character to use them. Specialized tools, lights, medical items, and even minor magical items are all right.
- Sentient or non-sentient helper entities, such as Navis, collectable monsters, and pets are also allowed, provided that each character only has one. Characters native to the same plane as said pets are allowed to have more, assuming it would be IC for them.
- Minions, hirelings, employees, and non-collectable 'monster' entities can also be acquired, in moderation, with the proper RP. However, these characters are not meant to replace the character you applied for; use them sparingly, and don't have them overshadow your character.