Post by Liz Bathory on Jan 5, 2008 23:03:37 GMT -5
The ARPC Rules of Conduct
The following rules were voted into being on the 19th of July 2007.
Community PvP Rules
1. Stay in character at all times. Even though combat is occurring around you, you must react to all situations from an IC perspective.
2. You must RP first before attacking anyone. Intentions for attack must be made clear. Make sure your opponents are logged in, at their keyboard, and aware they are about to come under attack. Before attacking, make sure you give a short warning “Halt!” “Have at you”, "You are under arrest", etc, and make sure they react to it.
3. If you get knocked unconscious (killed) IC, then you are considered injured for 15 minutes (unless otherwise agreed between GM's). In that time you must keep your death robe on. You may not join the battle, or do any other demanding chores IC. You may RP being injured, and as such talk with others, but you may not help or interfere with any ongoing battle in any way. You can not log in a different character to rejoin a battle with.
4. A player can only loot his or her own body when the fighting has moved away from them as auto-loot automatically drops the death robe to the ground and in the heat of battle people can get attacked that way. Once you have looted your corpse put your death robe back on, and retreat from battle.
5. Those wearing death-robes may not be attacked under any circumstances.
6. No looting is allowed
7. Each combatant has only one life. Once you have fallen you may not re-enter the battle.
8. Summoned or tamed pets are allowed in combat. Pets have only one life, when killed they can not rejoin the battle. If the tamer dies before the pet the tamer may not continue to give the pet orders or participate in battle in any way.
9. All weapons, equipment and special moves are permitted during combat.
10. Killing enemy mounts is not permitted unless it has been sent to attack you or your allies.
11. There will be a 15 minute warning before any battle or raid is launched. The warning may ONLY be given to a high ranking officer or guildmaster of the enemy organization.
Trump Rule: The above rules can be amended or changed to suit the needs of guilds engaged in wars provided that every GM involved in the war is aware of the new rules.
Community Conduct Rules
1. Stay In Character (IC) at all times. Remember what your character's background is, act and speak in a manner appropriate to that.
2. Keep all Out of Character (OOC) talk in party or ICQ. [Square brackets] should only be used as a very last resort.
3. The PvP Rules must be followed when involved in combat situations.
4. Complaints, grievances or any other issues should be brought to the attention of your respective Guildmaster in the first instance, or Assistant Guildmasters if the GM is unavailable via ICQ or PM, preferably after any event is over. If the GM's are unable to resolve the problem they have the option of calling for mediation by contacting the moderator staff of the ARPC board.
6. Your guild abbreviation MUST be visible at all times. The only exception to this rule is if you are RP'ing being undercover.
7. You may not Metagame. Taking OOC information in game (IG) is strictly prohibited. Everything your character knows must come from public IC posts geared to you or everyone in general or more importantly from interacting with other character IG. You do not instantly know someone’s name just because it is hanging over someone’s head nor would you know the guild or guild title without interacting with the person. If someone’s profile is a history of that character rather than a description you do not instantly know the person’s history just by reading the profile.
8. Godmode is not allowed. You may not force other players into RP situations that are uncomfortable for them on an OOC level. You may not make emotes that infringe upon the RP or comfort level of another persons nor may you emote major changes to the environment around you unless everyone involved is in agreement.
9. You may use all skills your character has to supplement your RP.
10. Releasing dangerous pets around RP'ers is strictly prohibited.
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Requirements for Admission to the ARPC and the Grand Senate
1. The Guild in question must be a 100% role-play guild. That is, all characters within the guild must be role-play characters. i.e. a ARPC guild should not have some members who “don’t RP” their guilded characters.
2. The Guild in question must agree to the ARPC-CCR.
3. The Guild in question must acknowledge and respect current standing land-claims of other community guilds within the ARPC.
4. The Guild in question must exclusively be a member of the ARPC, that is no dual-community memberships permitted.
5. No member of the guild in question at the time of admission, or for any time after that harbor any player that has been banned from the ARPC knowingly.
6. The Guildmaster of the guild in question must be a member in good-standing of the ARPC (i.e. not banned), who has actively role-played within a guild of the ARPC for at least one month themselves and demonstrated sufficient knowledge of community standards, policy and CRR. In the event of an out of community role-play guild meets all the above standards and withdraws from their current community they can be added to the ARPC without the month-long requirement by popular vote of the Grand Senate.
How to Request Guild Membership in the ARPC
Acceptance into the ARPC will be decided by popular vote within the Grand Senate by Guild-Masters of ARPC guilds. Anyone seeking entrance should PM a request with a brief description of their guild, their guild-master contact information and any addition information to an ARPC Guild-Master, Moderator or Administrator who will post it in the Grand Senate for Community consideration.
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Warring and Land Claims
Section I: Rules for Accepting War Invites
1. If, a guild of the ARPC through role-play declares war on another guild of the ARPC that war-invite cannot be denied, to do so is god-moding, and promotes poor RP.
Example:
The Order of the Ebon Skull wishes to vanquish the Knights of Trinsic, their sworn enemy. In good RP undead should have the right to attack paladins and vice-versa, if the two guilds do not war, emote-wars, verbal slandering and the dreaded “Duel me in Fel.” will occur. Good role-play would dictate it is impossible for a nation or organization to magically be impervious to the attacks of another because “we don’t want to fight.”
2. If, a territory held by one guild is contested by another guild using role-play the
defending guild must accept a war invite.
Example:
The Dark Order wishes to by way of conquest claim the city of Minoc on their borders. In all realistic and well-handled role-play it is in poor taste for the guild which olds Minoc to refuse to war the Dark Order and accept the Dark Order can invade Minoc. It would be essentially god-moding.
Section II: Rules for the Gaining and Losing of Land
1. A guild may claim any land or city not currently held by another guild within the ARPC.
2. If a guild wishes to claim a city or territory controlled by another guild they must war the defending guild and inform the GM of their intentions to attempt to capture the land in question.
Cities will have two "lives", which means that they go from claimed to contested (after the attacker wins one battle) to "conquered" (two battles won from the attacker). If a city is not taken back in one month (with appropriate interaction from the conqueror) it turns into "claimed" by the conqueror.
The following are restrictions in place for the contesting and claiming of territories:
a. You may only contest or claim a territory that borders your existing territory or can be reached by a public moongate within your territory or by ship.
Example:
Moonglow can only be invaded by ship or through the public moongate.
Nu'Jelm can only be invaded by boat. (no moongate on island)
Britain can only be invaded by holders of surrounding land, moongate or boat.
b. For guilds that have no land but wish to claim a territory, you first land acquisition must fit the roleplay of your guild and not be currently held by a community guild.
Example:
The newly founded Knights of Skara-Brae wish to claim the un-claimed or free territory of Skara-Brae (acceptable)
The newly founded knights of Skara-Brae wish to claim Moonglow. (unacceptable. it makes no sense…)
3. The GM's will agree on certain objectives needing to be met for the capture of the land or territory:
a. The number of successful “official” battles needing to be won for victory
(best of 5 for example) Battles should be planned in advance, agreed upon by the GM's and 72 hours of advanced notice given.
b.The specific rules of the prolonged war.
Example:
Anything within the guard-zone of the contested city (city limits) is considered an hot-zone, i.e. constant war-zone.
The contested city’s healer shop is “safe-zone” for dead and out of play people during a war or battle.
Anything else the GM's may wish to add to add to the event.
4. All information pertaining to the rules, regulations and policies of the ‘war” should be posted in the Sosarian Summit, Great Assembly and related guild sub-forums
5. At the end of the “War’ an attempt to either reclaim the land by the ousted guild or a second attempt to conquer the land by the invading force cannot be attempted for 30 days after the last day of the first attempt.
Section III: Maps
Trammel Map
Felucca Map
Malas Map
Tokuno Map (TBA)
Color coding is as follows:
Green = Home-base
Yellow= Controlled
Red= Contested
Grey = Grandfathered (lands that cannot be claimed)
Home-bases:
A guild may claim one territory as it's home-base, preventing it from being lost in battle. (Home-base Territories will be shared gold on the claims map)
This prevents a guild that has 15 houses in an area like MTC being taken, same with Umbra or Sanctus.
So Umbra for example could take the northern grove where a majority of their homes are located for example as a home-base which could not be taken in conflicts.
This would as you say allow guilds that desire RP only to remain peacefully safe in their area while allowing guilds who wish expansion and war to do so.
Land Claims Limit Scale:
For every ten (10) members four (4) territories can be taken, Seventy (70) members worth of territory (28 territories) being the cap.
The following rules were voted into being on the 19th of July 2007.
Community PvP Rules
1. Stay in character at all times. Even though combat is occurring around you, you must react to all situations from an IC perspective.
2. You must RP first before attacking anyone. Intentions for attack must be made clear. Make sure your opponents are logged in, at their keyboard, and aware they are about to come under attack. Before attacking, make sure you give a short warning “Halt!” “Have at you”, "You are under arrest", etc, and make sure they react to it.
3. If you get knocked unconscious (killed) IC, then you are considered injured for 15 minutes (unless otherwise agreed between GM's). In that time you must keep your death robe on. You may not join the battle, or do any other demanding chores IC. You may RP being injured, and as such talk with others, but you may not help or interfere with any ongoing battle in any way. You can not log in a different character to rejoin a battle with.
4. A player can only loot his or her own body when the fighting has moved away from them as auto-loot automatically drops the death robe to the ground and in the heat of battle people can get attacked that way. Once you have looted your corpse put your death robe back on, and retreat from battle.
5. Those wearing death-robes may not be attacked under any circumstances.
6. No looting is allowed
7. Each combatant has only one life. Once you have fallen you may not re-enter the battle.
8. Summoned or tamed pets are allowed in combat. Pets have only one life, when killed they can not rejoin the battle. If the tamer dies before the pet the tamer may not continue to give the pet orders or participate in battle in any way.
9. All weapons, equipment and special moves are permitted during combat.
10. Killing enemy mounts is not permitted unless it has been sent to attack you or your allies.
11. There will be a 15 minute warning before any battle or raid is launched. The warning may ONLY be given to a high ranking officer or guildmaster of the enemy organization.
Trump Rule: The above rules can be amended or changed to suit the needs of guilds engaged in wars provided that every GM involved in the war is aware of the new rules.
Community Conduct Rules
1. Stay In Character (IC) at all times. Remember what your character's background is, act and speak in a manner appropriate to that.
2. Keep all Out of Character (OOC) talk in party or ICQ. [Square brackets] should only be used as a very last resort.
3. The PvP Rules must be followed when involved in combat situations.
4. Complaints, grievances or any other issues should be brought to the attention of your respective Guildmaster in the first instance, or Assistant Guildmasters if the GM is unavailable via ICQ or PM, preferably after any event is over. If the GM's are unable to resolve the problem they have the option of calling for mediation by contacting the moderator staff of the ARPC board.
6. Your guild abbreviation MUST be visible at all times. The only exception to this rule is if you are RP'ing being undercover.
7. You may not Metagame. Taking OOC information in game (IG) is strictly prohibited. Everything your character knows must come from public IC posts geared to you or everyone in general or more importantly from interacting with other character IG. You do not instantly know someone’s name just because it is hanging over someone’s head nor would you know the guild or guild title without interacting with the person. If someone’s profile is a history of that character rather than a description you do not instantly know the person’s history just by reading the profile.
8. Godmode is not allowed. You may not force other players into RP situations that are uncomfortable for them on an OOC level. You may not make emotes that infringe upon the RP or comfort level of another persons nor may you emote major changes to the environment around you unless everyone involved is in agreement.
9. You may use all skills your character has to supplement your RP.
10. Releasing dangerous pets around RP'ers is strictly prohibited.
Back to top
--------------------------------------------------------------------------------
Requirements for Admission to the ARPC and the Grand Senate
1. The Guild in question must be a 100% role-play guild. That is, all characters within the guild must be role-play characters. i.e. a ARPC guild should not have some members who “don’t RP” their guilded characters.
2. The Guild in question must agree to the ARPC-CCR.
3. The Guild in question must acknowledge and respect current standing land-claims of other community guilds within the ARPC.
4. The Guild in question must exclusively be a member of the ARPC, that is no dual-community memberships permitted.
5. No member of the guild in question at the time of admission, or for any time after that harbor any player that has been banned from the ARPC knowingly.
6. The Guildmaster of the guild in question must be a member in good-standing of the ARPC (i.e. not banned), who has actively role-played within a guild of the ARPC for at least one month themselves and demonstrated sufficient knowledge of community standards, policy and CRR. In the event of an out of community role-play guild meets all the above standards and withdraws from their current community they can be added to the ARPC without the month-long requirement by popular vote of the Grand Senate.
How to Request Guild Membership in the ARPC
Acceptance into the ARPC will be decided by popular vote within the Grand Senate by Guild-Masters of ARPC guilds. Anyone seeking entrance should PM a request with a brief description of their guild, their guild-master contact information and any addition information to an ARPC Guild-Master, Moderator or Administrator who will post it in the Grand Senate for Community consideration.
Back to top
--------------------------------------------------------------------------------
Warring and Land Claims
Section I: Rules for Accepting War Invites
1. If, a guild of the ARPC through role-play declares war on another guild of the ARPC that war-invite cannot be denied, to do so is god-moding, and promotes poor RP.
Example:
The Order of the Ebon Skull wishes to vanquish the Knights of Trinsic, their sworn enemy. In good RP undead should have the right to attack paladins and vice-versa, if the two guilds do not war, emote-wars, verbal slandering and the dreaded “Duel me in Fel.” will occur. Good role-play would dictate it is impossible for a nation or organization to magically be impervious to the attacks of another because “we don’t want to fight.”
2. If, a territory held by one guild is contested by another guild using role-play the
defending guild must accept a war invite.
Example:
The Dark Order wishes to by way of conquest claim the city of Minoc on their borders. In all realistic and well-handled role-play it is in poor taste for the guild which olds Minoc to refuse to war the Dark Order and accept the Dark Order can invade Minoc. It would be essentially god-moding.
Section II: Rules for the Gaining and Losing of Land
1. A guild may claim any land or city not currently held by another guild within the ARPC.
2. If a guild wishes to claim a city or territory controlled by another guild they must war the defending guild and inform the GM of their intentions to attempt to capture the land in question.
Cities will have two "lives", which means that they go from claimed to contested (after the attacker wins one battle) to "conquered" (two battles won from the attacker). If a city is not taken back in one month (with appropriate interaction from the conqueror) it turns into "claimed" by the conqueror.
The following are restrictions in place for the contesting and claiming of territories:
a. You may only contest or claim a territory that borders your existing territory or can be reached by a public moongate within your territory or by ship.
Example:
Moonglow can only be invaded by ship or through the public moongate.
Nu'Jelm can only be invaded by boat. (no moongate on island)
Britain can only be invaded by holders of surrounding land, moongate or boat.
b. For guilds that have no land but wish to claim a territory, you first land acquisition must fit the roleplay of your guild and not be currently held by a community guild.
Example:
The newly founded Knights of Skara-Brae wish to claim the un-claimed or free territory of Skara-Brae (acceptable)
The newly founded knights of Skara-Brae wish to claim Moonglow. (unacceptable. it makes no sense…)
3. The GM's will agree on certain objectives needing to be met for the capture of the land or territory:
a. The number of successful “official” battles needing to be won for victory
(best of 5 for example) Battles should be planned in advance, agreed upon by the GM's and 72 hours of advanced notice given.
b.The specific rules of the prolonged war.
Example:
Anything within the guard-zone of the contested city (city limits) is considered an hot-zone, i.e. constant war-zone.
The contested city’s healer shop is “safe-zone” for dead and out of play people during a war or battle.
Anything else the GM's may wish to add to add to the event.
4. All information pertaining to the rules, regulations and policies of the ‘war” should be posted in the Sosarian Summit, Great Assembly and related guild sub-forums
5. At the end of the “War’ an attempt to either reclaim the land by the ousted guild or a second attempt to conquer the land by the invading force cannot be attempted for 30 days after the last day of the first attempt.
Section III: Maps
Trammel Map
Felucca Map
Malas Map
Tokuno Map (TBA)
Color coding is as follows:
Green = Home-base
Yellow= Controlled
Red= Contested
Grey = Grandfathered (lands that cannot be claimed)
Home-bases:
A guild may claim one territory as it's home-base, preventing it from being lost in battle. (Home-base Territories will be shared gold on the claims map)
This prevents a guild that has 15 houses in an area like MTC being taken, same with Umbra or Sanctus.
So Umbra for example could take the northern grove where a majority of their homes are located for example as a home-base which could not be taken in conflicts.
This would as you say allow guilds that desire RP only to remain peacefully safe in their area while allowing guilds who wish expansion and war to do so.
Land Claims Limit Scale:
For every ten (10) members four (4) territories can be taken, Seventy (70) members worth of territory (28 territories) being the cap.