RPG Stuff
The main thing I've noticed in attempting to peruse the various WC RPG sites is that none of them seem to have any sort of summary intro that really explain the functioning of the RPGs. Most of them mention what roles you take on or what ship you're on or something like that, but none seem to go into the basic rules system they use or how the game proceeds.
WCRPG I know has the rules available in a PDF or Word format for download, but they're somewhat outdated and are many pages. The other websites I had trouble finding out much information about their systems or policies or anything like that.
If I could, I'd ask that those involved in the various games post explanations of what their games involve, how one gets involved, and how the games are played. Y'all should get that info on your website right up front as well, but for expediency I'd suggest you post it here right away if you have the chance.
I'll save Nem the effort and do it for the WCRPG: The Edge of Chaos myself since I'm an old hand at that game.
www.wcrpg.com is a WC role-playing game set currently in the WCIV years or shortly thereafter. The players take on the roles of various pilots on board the TCS Maelstrom, a carrier usually based in a quadrant of space that is in the early days of exploration and colonization. The game is played on IRC, and each player begins with a new 2nd Lt. pilot who has just been transferred aboard the ship. There is also an academy run by Nemesis which helps to train and develop both players and characters for a few weeks before they graduate and join the Maelstrom; new players are asked to join in these sessions to get the hang of the game before they're allowed to begin their careers on the carrier.
The game, much like the video games on which it is based, is very free-form and social when pilots are on the carrier off-duty or in briefings and the like. Basic rules for this portion of the game are basically that you only speak for and take action for your own character and behave appropriately to the situation with respect to ranks and position and the like.
When the pilots launch on various missions, as with the original computer games, it becomes a more direct combat simulator. An initiative system and turn-based combat comes into play; a 'Host' or game-master runs a proprietary software program known as the HCP on their computer which tracks shields, energy settings, damage, weapon use, positions, fuel, etc. for each of the players' ships and the enemy ships as well. On their turn, players 'roll dice' by requesting dice rolls of a random number generator (Also provided by the host) in the channel and select their actions: firing at other ships, evasive maneuvers, aggressive or defensive posture, shield recharge settings, gun recharge settings and so on. The HCP processes all the numbers and tracks success and failure at gunfire, missile shots, and the like. Pilots are able to communicate with one another and give and receive orders from wingmen and squadron commanders and how they handle their teamwork often makes the difference between a successful mission and the EJECT button.
Games are played on Saturdays, but there are usually a few seasoned players hanging out on IRC at any time of day or night who are usually happy to answer questions and tell more about the game for interested parties. Nemesis, as he mentioned earlier, is always happy to help new players find out if they want to be involved.
The HCP also has rules for hand-to-hand and infantry-style combat, and there is a related game in which players play the members of the Maelstrom's Marine detachment, for those more interested in laser rifles than bombers and fighters. It is usually restricted to more experienced players however, so those interested are encouraged to play a SF pilot first to learn the game.