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| Role Play Rules | |
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| Tweet Topic Started: Aug 3 2008, 01:18 AM (208 Views) | |
| Sonic Factions | Aug 3 2008, 01:18 AM Post #1 |
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Rules of the Role Play: Well, not all of it is Rules, per se. Generally, the actual game rules only come into play at specific times, namely: Travelling, NPC, Mobs, Events, and Seiges. Read 'em once, and don't worry about em till you need to. ^^;; Anything else you do is fair game, as long as it's actually fair! General Role-Play Rules, Tips, and Info: Not game-specific, but just as valuable! Allowed Content Role Plays have a plethora of characters, all with varying personalities. That being said, for the purpose of believable characters, mild swearing is allowed. Some profanity is censored. Mildly-graphic violence is also allowed. Under no circumstances are sexual content or situations allowed on the board. Fairness/Godmoding Godmod, Noun: 1. a character that contains an overwhelming amount of strengths and relatively little weaknesses, esp: one who holds an excessive number of fine-tuned abilities or powers; 2. a character who is seemingly untouchable and/or omnipotent in battle, when circumstances call for the exact opposite or near opposite; 3. Godmoding: the unfair act of creating such a character or, in the heat of battle, modifying a character into such. Godmod, Verb: 1. to place an unfair advantage on one’s character during battle by allowing him or her perfect dodging capabilities, strength, martial skills, or other such features during battle, making it impossible for the character to receive damage or lose the confrontation; 2. To do likewise outside of battle when one’s character is faced with a daunting or otherwise troublesome challenge or situation; 3. To take control of another person’s character’s speech, thoughts, or actions, forcing hits during battle or any other injury, or killing the character. Simply put, any instances of the above are not allowed. Godmoding extends beyond individual characters, as it also includes abusing control of mobs on the field or forces during sieges. Any instances of godmoding should be reported to a moderator. Character Limit A character slot is a place holder for extra Player Characters. Slots are awarded to players who A.) ask for them and B.) show good posts of good quality and creativity. RP Methods Players have a number of ways to RP on SF. The standard method is post-by-post; where each player takes turns posting in a given topic. This is the universal method. Other methods include but aren’t limited to: -Bulk Posting; Players RP on another system (such as AIM or MSN) and then post the results in an SF topic. This is generally a quicker method, in theory. Regardless of the system used, posts must still be in paragraph/storytelling format. Bulk Posting is good for conversations between two characters, or fights involving two characters. If using this method please be mindful of others; it’s easy to get far ahead of other players in the topic. -Dice-Style/Player GM; for those who like playing DnD or other similar games. We do allow players to GM their own topics, but official GM still have authority. SF does not have its own GURPS, so organization is in the hands of the PGM. Posting order is a standard method, but is not necessary. Players should check with others before posting out of place, or settle on a posting order or absence thereof before any issues arise. Player absences may slow down a topic, but unannounced player absences annoy and inconvenience members while doing so. If a player must be away from the role play for over three days, he should announce so in the Say Bai! topic. That being said, if a player goes missing without notice, other players must wait three days before skipping them. Game Rules/Info: Travelling, NPC, Mobs, Events, and Seiges Travelling Moving from place to place isn’t instantaneous. When venturing out into the Field, a travelling topic should be made in the area (The North, South, East, or West) of the character’s destination. Each character participating in the topic must post at least once before the party can move. NPC NPC are the side characters used to enhance Player Characters or move the story along. They can be anything from shopkeepers to family members. GNPC are undefined filler NPC for factions and Hives, meant to give them a large population. They can be killed without the Player’s consent, and are not equally matched against Player Characters (special cases can be discussed with Moderators). They can be employed to different tasks; however, once assigned, they cannot be changed. The current tasks are: -eSource Retrieval – For every GNPC set to this task, a Faction earns one eSource a week -Hearsay – For every twenty GNPC set to this task, a Faction gains five more GNPC a week -Border Patrol – Committing 300 GNPC to this task grants a Faction two blessings: one, it gains the advantage in knowing who is entering its territory. Two, it allows the Faction another mob-type: the posse. The posse is a group of ten GNPC that can attack or aid Bands traveling through the area. For the latter, an aggressive posse can steal eSource from a loaded Band. On the contraire, a helpful posse can step in and aide Bands antagonized by another Faction’s posse. When matched against Player Characters, GNPC are always at the disadvantage GNPC are shared mutually by players in the faction. Also, NPC used for purposes such as a generic shopkeeper or townsperson are also considered GNPC. PNPC are defined personal NPC that enhance a Player Character. PNPC cannot be killed without the Player’s consent, and cannot be equally matched against Player Characters (special cases can be discussed with Moderators). Players are allowed up to five PNPC per character. ENPC are defined characters used by GM to advance the storyline. The “killability” of ENPC varies from character to character, as does their equality when matched against Player Characters. Rule Amendment 08/04/08 ENPC can now be created by players for usage as Bosses. Bosses are NPC or Player Character's bestowed with advanced battle skill and an overall greater difficulty in defeating. For Player Characters, the title and characteristics are temporary, IE: for the moment of a specific Battle. Bosses must be approved by one Administrator or Game Master before being put into play and can only be used inside of the controlling player's Faction or Hive's base. Bosses can only be used against, or beaten by, Player Characters. Bosses may be created as needed; however, a player can only control one Boss at a time. Rule Amendment 08/04/08 Required information when submitting Bosses for review include: Boss' Name, Controlling Player, Faction, Reason, Description, Capabilities (skills, abilities, weapons). Mobs Mobs are controlled by the players of the faction that’s territory they exist in. An Eggbot group can contain anywhere from ten to thirty robots. Currently, ten-Eeggbot mobs have the potencial to easily take down a single traveler. In terms of skill, Eggbots in mobs have very basic dodging skills, basic weaponry, but impressive coordination and strategy, able to work as a unified group to launch attacks. (Currently, eggbot mobs consist of models found in Sonic 1, 2, and 3) Posses are a lot more dangerous than mobs, even if limited to ten members. Only one Posse may attack a Band or traveler per topic. Currently, Posses have the potential to easily take down a single traveler or two- or three-person bands. In terms of skill, Posses members have fair dodging skill, impressive coordination and strategy, but basic weaponry (melee and single-shot weapons, and no ballistics) Despite those guidelines, the success of a mob attack is directly linked to the battle prowess of the mob controllers and their victims. GM Events GM Events (by GMs or Mods) can be spontaneous or scheduled, and involve all players and factions (for the former, players must have an active Player Character). Events can be anywhere from dungeon-esque ordeals, to battle royalle challenges, to interactive storyline events, to global events (in which case, something occurred that requires everyone’s in-game attention for a second). For playable events, rewards may be given for factions that participate and/or win. Winnings vary but are usually faction-oriented. GM Events are not mandatory unless otherwise stated. Player Events (by Players) are more limited. Currently, Factions can only wage prizes from their own inventory (IE, award their own eSource, GNPC, etc. to the winners), and events cannot be mandatory or global. Player Events must be canonical. Rule Amendment 08/04/08 Player Events now include Boss Battles. Boss Battles are currently only allowed within Bases and include ALL use of ANY Bosses. Sieges Sieges are a specific kind of Player Event in which a Hive or Faction attacks another Hive or Faction. Sieges can be unannounced. The victim group has one or two choices: abandon the base; or fight back. Abandonment means that the Faction or Hive loses its base, 3/4 (rounding up) of its eSource, and 1/6 (rounding up) of its GNPC to the assaulting side, and an extra 1/3 of its GNPC to the defeat. A Faction or Hive can abandon its base during any part of the exchange. The assaulting side may back out of the siege at anytime, but looses 1/6 (rounding up) of its eSource and 1/6 (rounding up) of its GNPC to the effort. If the offensive side wins the battle, it takes no losses and carries out its original intent, whatever that may have been. If the defensive side wins, it takes no losses. Seiges can be won in two different ways. Whichever side’s forces overpower the other’s wins, or whichever side’s Player Characters defeat the other’s wins, whichever comes first. Player characters aren’t mandatory but do help, as they can be detrimental in taking out the opposing side’s Player Characters and forces. Special Conditions for Band Seiges: Bands must beat the Faction or Hive’s Player Characters to win the siege. If the victim group abandons its base, it loses its base, 3/4 of its eSource, and 1/3 of its GNPC to the Band (we’re hoping an entire Faction or Hive has a good reason for running from a small group of characters =P) If the Band withdraws or the Hive or Faction wins, it is an automatic FKO. If the Band wins, it takes control of the Base, and all eSource and GNP. The reasons for sieges are unlimited. Factions, Hives, and Bands can ally to either side before and during sieges, and can even involve multiple sides. Sieges themselves are not to be isolated from the storyline; they are scenes in the whole narration and can be affected by outside and inside influences alike, from sabotage to mutiny, to truces. Rule Amendment 08/04/08 If a Faction controls two or more bases and is attacked in a seige, the Faction can escape to another of its bases for less of a price: instead of losing 3/4 of its eSource, the Faction or Hive loses 1/3; however, the group still loses the same percentage of GNPC (total: half). Edited by Sonic Factions, Jan 8 2009, 08:35 AM.
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...And, don't be afraid to contact us if you have any suggestions, or problems, or questions, or if you really like an idea, but don't know if it's fair or allowed. ^^ We're happy to work with you on said idea; our rules are just guidelines so long as you're willing to talk to us about it, first... | |
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2:19 PM Jul 11