Post by Manwë Súlimo on Jul 14, 2007 9:45:54 GMT -5
The Battle rules
When you attack a fortress or defensive structure you will need the realistic siege equipment to breach the walls (ladders, siege towers, battering ram) To enter the defending fortress you have to describe the ways in which you are attempting to breach the defences, and wait for the defender to reply as to what his retaliation is.
You are not allowed to make an assumption that after one hit your battering ram breaks the gate. Let the defender reply, they may decide to reinforce gate or throw tar over the top etc. Keep battles realistic.
When you have taken the capital you have won over the land.
If you need aid in battle send a message to the place you want to call for aid. In consideration to the reoccurring event of confusion and chaos on a battlefield; I am implementing this rule to help with the organization and authenticity. It seems that everyone seems to want to simply jump into a battle thread with their whole army and just start fighting. Logically this is impossible. The army must prepare and must be called into action from the home country, just like the Rohirrim in the Return of the King. Also, this must take some time and here are the proper durations for sizes of armies.
1-1000 – 1 Day
1000-5000 – 2 Days
5000- 10,000 3 Days
10,000 – 15,000 4 Days
And the trend will continue in that order. Understand that it took the Rohirrim three days to assemble six thousand men. So, in that note, this are reasonable to implements. Please follow them and this should help make things easier. Note that these are Days of battle in the battle thread. For instance, an army of 6000 would be allowed to be there in on the third day of battle.
More on Combats and Battles
Your character should have strengths and weaknesses. When you go into a battle or a combat, you should appreciate that sometimes you win and sometimes you lose. If you do not want to fight, you can chose to run away or inform them politely in the OOC mode.
Be specific in battle about placements of your army and what kind of units your army consist of. If you say that you bring 1000 Infantry and 500 Cavalry, you cannot then decide that it would be better for you to have 500 Infantry convert into Cavalry. Keep it realistic, Infantry would not have the training or skills capable to be used as an efficient cavalry unit.
Constantly describe what your army is doing, where units are placed, an ambush being set, certain units marching to certain places etc. If your ambush came out of nowhere, it is considered godmoding. And if an ambush is discovered in a very irrelevant way and doesn't make sense, it will be considered as metagaming. There will be more about this later on.
1.Attacker posts.
*details of his target for the attack (as precise as possible)
*details of his attacking forces..numbers, defences, tactics and formations, range and speed to target.
*details of the route to the target
2. Defender first responce...
-having learned from the attacker the speed, target and route of the attack...
*The defender decides *honestly* where they were likely to first detect the attack based on their equiptment/resources/speed of target, realistic response time
*deploys defences and details of all the forces that will engage the attackers on their way to the target and tactics used
3. Attacker posts own losses sustained by action of defence
*details the forces that break through and hit there target (if any.. people need to be realistic and fair here)
4. Defender posts losses and damage sustained in attack..
*Including losses sustained to forces launched against the attack and damage to the actual objects of the attack i.e. main gate etc.
---end of round---
Auto-Hits
This is something essential. Auto-Hits are frowned upon in many professional role play community. You might get a negative OOC or just simply ignored.
* Player 1 swings his sword and cuts off Player 2’s hand.
Why is this bad? There wouldn’t be much of a game if everyone assumed they had complete control over other characters. What is the correct method of attack?
* Player 1 swings his sword towards Player 2’s hand, intending to cutting it off.
Using word’s “intent, attempts, tries, etc” are all good ways to avoid an auto hit. It is now the choice of Player 2, in her defensive send, to determine if she loses her hand, gets cut, blocks the attack or dodges it, or perhaps something else?
This also applies to magic. Any spell that assumes a result of someone else’s character is an auto-hit.
A fireball would be cast as follows:
*Player 1 raises his hands, they glow red and a fireball is summoned before him, moving towards Player 2.
*Player 2 now has an opportunity to write an appropriate response.
Magic is highly complicated in combat. You must be flexible, have a limited capacity to your magic and be fair.
This also goes to every battle, if you are killing a couple of enemies it is acceptable but if two armies are fighting each other. Please do not control others' troops or judge how many of them will be killed. It is very unfair.
Death
Players can't be kill unless he/she accept it. If you want to kill just create a NPC and kill it instead. Resurrections are frowned upon, once a character die, it should not come back.
More on Metagaming
This might be unfamiliar to some of you. But metagaming is frowned upon in many role-playing communities.
Metagaming is a form of cheating or gaining information unfairly.
Eg: *Player 1 The Rohirrim marched quietly into Rhun, covered by darkness.
*Player 2 The Easterlings knowing of this and send a volley of arrows down on the Rohirrim.
I doubt anyone would like to role play like this. The game becomes dull and boring as none of the plan worked out. As I mentioned before, everyone should appreciate that when they come into a battle they have chances of winning and losing. Everyone should whole-heartedly play their character.
Godmoding and Powerplaying
Simple enough, yet many could not abide the rules.
1. Saying what happened to other characters things (Auto-Hits in one way or another). Eg: The Orcs pushed forward, killing many Rohirrim. Why is it unfair? It is up to the person to control his own numbers in free form of Role-Playing. And again, everyone should appreciate losing and winning.
2. Refusing to take any losses or few losses. When RPing, everything should be fair, there should not be:
*Player1 The Orcs on the parapet send a volley of arrows down on the Rohirrim.
*Player2 The Rohirrim recieved few casualties.
This might leads to OOC sargumets which will disrupt the flow of the entire RPG.
3. Having übertech armies that are too large, etc.
4. Having your city's geography extremely to your advantage. Player: My city is surrounded by the dark forests, none could come in.
5. Using powerful magic. Player: He sent fireballs and blew up entire siege machine and its team which is currently far from where he was standing.
When you attack a fortress or defensive structure you will need the realistic siege equipment to breach the walls (ladders, siege towers, battering ram) To enter the defending fortress you have to describe the ways in which you are attempting to breach the defences, and wait for the defender to reply as to what his retaliation is.
You are not allowed to make an assumption that after one hit your battering ram breaks the gate. Let the defender reply, they may decide to reinforce gate or throw tar over the top etc. Keep battles realistic.
When you have taken the capital you have won over the land.
If you need aid in battle send a message to the place you want to call for aid. In consideration to the reoccurring event of confusion and chaos on a battlefield; I am implementing this rule to help with the organization and authenticity. It seems that everyone seems to want to simply jump into a battle thread with their whole army and just start fighting. Logically this is impossible. The army must prepare and must be called into action from the home country, just like the Rohirrim in the Return of the King. Also, this must take some time and here are the proper durations for sizes of armies.
1-1000 – 1 Day
1000-5000 – 2 Days
5000- 10,000 3 Days
10,000 – 15,000 4 Days
And the trend will continue in that order. Understand that it took the Rohirrim three days to assemble six thousand men. So, in that note, this are reasonable to implements. Please follow them and this should help make things easier. Note that these are Days of battle in the battle thread. For instance, an army of 6000 would be allowed to be there in on the third day of battle.
More on Combats and Battles
Your character should have strengths and weaknesses. When you go into a battle or a combat, you should appreciate that sometimes you win and sometimes you lose. If you do not want to fight, you can chose to run away or inform them politely in the OOC mode.
Be specific in battle about placements of your army and what kind of units your army consist of. If you say that you bring 1000 Infantry and 500 Cavalry, you cannot then decide that it would be better for you to have 500 Infantry convert into Cavalry. Keep it realistic, Infantry would not have the training or skills capable to be used as an efficient cavalry unit.
Constantly describe what your army is doing, where units are placed, an ambush being set, certain units marching to certain places etc. If your ambush came out of nowhere, it is considered godmoding. And if an ambush is discovered in a very irrelevant way and doesn't make sense, it will be considered as metagaming. There will be more about this later on.
1.Attacker posts.
*details of his target for the attack (as precise as possible)
*details of his attacking forces..numbers, defences, tactics and formations, range and speed to target.
*details of the route to the target
2. Defender first responce...
-having learned from the attacker the speed, target and route of the attack...
*The defender decides *honestly* where they were likely to first detect the attack based on their equiptment/resources/speed of target, realistic response time
*deploys defences and details of all the forces that will engage the attackers on their way to the target and tactics used
3. Attacker posts own losses sustained by action of defence
*details the forces that break through and hit there target (if any.. people need to be realistic and fair here)
4. Defender posts losses and damage sustained in attack..
*Including losses sustained to forces launched against the attack and damage to the actual objects of the attack i.e. main gate etc.
---end of round---
Auto-Hits
This is something essential. Auto-Hits are frowned upon in many professional role play community. You might get a negative OOC or just simply ignored.
* Player 1 swings his sword and cuts off Player 2’s hand.
Why is this bad? There wouldn’t be much of a game if everyone assumed they had complete control over other characters. What is the correct method of attack?
* Player 1 swings his sword towards Player 2’s hand, intending to cutting it off.
Using word’s “intent, attempts, tries, etc” are all good ways to avoid an auto hit. It is now the choice of Player 2, in her defensive send, to determine if she loses her hand, gets cut, blocks the attack or dodges it, or perhaps something else?
This also applies to magic. Any spell that assumes a result of someone else’s character is an auto-hit.
A fireball would be cast as follows:
*Player 1 raises his hands, they glow red and a fireball is summoned before him, moving towards Player 2.
*Player 2 now has an opportunity to write an appropriate response.
Magic is highly complicated in combat. You must be flexible, have a limited capacity to your magic and be fair.
This also goes to every battle, if you are killing a couple of enemies it is acceptable but if two armies are fighting each other. Please do not control others' troops or judge how many of them will be killed. It is very unfair.
Death
Players can't be kill unless he/she accept it. If you want to kill just create a NPC and kill it instead. Resurrections are frowned upon, once a character die, it should not come back.
More on Metagaming
This might be unfamiliar to some of you. But metagaming is frowned upon in many role-playing communities.
Metagaming is a form of cheating or gaining information unfairly.
Eg: *Player 1 The Rohirrim marched quietly into Rhun, covered by darkness.
*Player 2 The Easterlings knowing of this and send a volley of arrows down on the Rohirrim.
I doubt anyone would like to role play like this. The game becomes dull and boring as none of the plan worked out. As I mentioned before, everyone should appreciate that when they come into a battle they have chances of winning and losing. Everyone should whole-heartedly play their character.
Godmoding and Powerplaying
Simple enough, yet many could not abide the rules.
1. Saying what happened to other characters things (Auto-Hits in one way or another). Eg: The Orcs pushed forward, killing many Rohirrim. Why is it unfair? It is up to the person to control his own numbers in free form of Role-Playing. And again, everyone should appreciate losing and winning.
2. Refusing to take any losses or few losses. When RPing, everything should be fair, there should not be:
*Player1 The Orcs on the parapet send a volley of arrows down on the Rohirrim.
*Player2 The Rohirrim recieved few casualties.
This might leads to OOC sargumets which will disrupt the flow of the entire RPG.
3. Having übertech armies that are too large, etc.
4. Having your city's geography extremely to your advantage. Player: My city is surrounded by the dark forests, none could come in.
5. Using powerful magic. Player: He sent fireballs and blew up entire siege machine and its team which is currently far from where he was standing.