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War Rules 1.1

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firespirit44

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War, war never changes. We've had war since Aegis, and it has evolved. With having more and more at stake, more and more players are prone to cheat the system, as it is natural for players. 

 

At the moment, we have warclaims and raids, as can be found here.

 

War rules

https://www.lordofthecraft.net/topic/105813-current-war-rules/

 

Raid rules

https://www.lordofthecraft.net/topic/110437-war-safe-zones-and-fighting-oh-my/

 

Now we haven't seen a proper warclaim since Fringe, since everyone lives in basically one city, Lago's system is designed for empires, where you have to take outerlying forts first before you can strike the capital. With Athera, I dont feel that this is the case due to the region plugin. Claiming plots and building on them are different now. 

 

 

There are 3 categories to war: Skirmishes, Raids, Siege. This system is designed to incorporate guilds as well.

 

Nation Rules:

  1. There must be sufficient roleplay in order to declare war
  2. Both sides need to consent to have their settlement taken, if not a successful siege will allow pillaging in which all its chests will be unlocked, several buildings destroyed, and setting it on fire. 
  3. To siege a settlement, you have to first win 3 skirmishes out of 5 outside of the settlement. 
  4. You may not refuse warclaims. But 3 GMs appointed by an admin will oversee and act as mediators to see if the warclaim should be accepted and to oversee the battle will go smoothly.(I'll explain the GM's role in a few)
  5. Both sides must agree to the terms of war. Date, time, Victory conditions, losing conditions, and stalemate conditions within a allotted timeframe of war should be agreed upon before hand. For example: To win a skirmish, you need to kill roughly half of the 40 man force within 1 hour. Or kill the emperor. To lose, you lose half your forces and 3 captains within 1 hour. A stalemate will be announced if there is no clear winner, and the battle will need to be redone. 
  6. If the invader loses 2 or more skirmishes, they may not attack that nation for 2 elven months(IRL months)
  7. After a area has been pillaged, they cannot be pillaged again for 1 months. 

 

Guild Rules

  1. Your group must have a valid reason for declaring war on another faction
  2. You may not refuse warclaims. But 3 GMs appointed by an admin will oversee and act as mediators to see if the warclaim should be accepted, to oversee the battle will go smoothly.
  3. Both sides must agree to the terms of war. Date, time, Victory conditions, losing conditions, and stalemate conditions within a allotted timeframe of war should be agreed upon before hand. For example: To win a skirmish, you need to kill roughly half of the 10 man force within 1 hour. Or kill the guild leader. To lose, you lose half your forces and 2 Captains within 1 hour. A stalemate will be announced if there is no clear winner, and the battle will need to be redone. 
  4. To siege a settlement, you have to first win 1 skirmishes outside of the settlement. 
  5. Both sides need to consent to have their settlement taken, if not a successful siege will allow pillaging in which all its chests will be unlocked, several buildings destroyed, and setting it on fire. 
  6. Private manors do not count as 'guilds'
  7. If the invader loses the skirmish, they may not attack that settlement for 1 elven month(IRL month)
  8. After a area has been pillaged, they cannot be pillaged again for 2 months. 

The price of war:

 

To often, do people wage war over inconsequential things. Waging war was a serious matter, that involved heavy logistics. It wasn't about who could defeat each other in battle, it was who could last longer. While its impractical for us to delve too deeply in realism, attackers need to pay a 'price' for going to war. 

 

War hurts everyone, and this should be used as a last resort before going to war.

 

The definition of going to war is declaring aggression on each other. So for example if the attacker declares war on settlement X, they will need to pay a 'logistic fee' for marching the men, equipment, feed, to wherever this settlement is to engage in combat. Every warclaim will need to be paid upfront. The idea is to make nation leaders stop and think if it is worth engaging in war. There will be a different set of price for guilds. but guilds tied to nations will fall under nation. This is to prevent loopholes like the Decterum declaring war on a settlement for cheaper war costs. 

 

Price of war has been decided to split into two, for skirmishes and siege

 

Siege

  1. The price of war for nation siege is changed to 20 gold blocks, 1 doublechest of food that gives more than 2.5 food(so meat, bread, fish all applies. Cookies do not), 
  2. The price of war for guilds siege changed to 10 gold blocks, 1 stack of food that gives more than 2.5 food(so meat, bread, fish all applies. Cookies do not)

Skirmish

  1. The price of war for nations for skirmishes is set at 5 gold blocks, 1 doublechest of food that gives more than 2.5 food(so meat, bread, fish all applies. Cookies do not)
  2. The price of war for guilds for skirmishes is set at 2 gold blocks, 1 double chest of food that gives more than 2.5 food(so meat, bread, fish all applies. Cookies do not)

 

Raids

  1. Requires sufficient rp reasons and rp, to conduct a raid file a modreq and a GM will oversee it.
  2. You can only raid with 4 or less people
  3. You can only raid as a faction once every 5 days outside of war
  4. There is no cost for raids
  5. Capitals cannot be raided

 

SEQUENCE OF A RAID

1. The raiders inform the overseeing GM of their objective prior to the raid. The GM then decides if the objective is valid and if they can proceed with the raid. The raiders must keep to their stated objective as it is their in-character goal: the overseeing GM remains vigilant for any attempt by the raiders to abuse the rules. There can be no more than 5 raiders on one raid.

 

2. The raiders approach the settlement and make their demands in line with their objective. They must give the settlers the opportunity to comply. They do not have to do this directly before the raid, provided they keep a recent dated screenshot of it and the settlement’s refusal to comply. The same screenshot may not be used for multiple raids. Once again the GM will be vigilant of any attempt to abuse loopholes.

 

3. The raiders access the settlement by some means and declare they are raiding. Those intending to defend against the raiders gather while civilians hide in buildings to ensure they are not confused with defenders and killed.


4. Once it is clear who is participating in the battle, the overseeing GM, with fair warning, declares the start of combat and the raiders and defenders fight via PvP. If the raiders are all killed, the GM declares the raid over. If the GM declares the defenders all killed, then the GM declares combat over and the raiders victorious and surviving compliant settlers are at the raider’s mercy.


5. The raid RP continues via usual RP rules until the raiders leave. The raiders may make demands of any surviving compliant settlers. If a significant group of defenders or assistance from another settlement arrives, the overseeing GM can repeat Step 4.

 

OBJECTIVES

To raid a settlement, the raiders must have an objective. This is their in-character goal in the raid. There are a few restrictions on the objectives raiders can have: their goal cannot be to kill everyone or large numbers of people in the settlement. You cannot raid to kill. If the GM believes your goal is a pretense for killing helpless settlers they will refuse your raid and inform the rest of the team of your attempt to abuse the rules.

Most possible objectives are fine if they do not involve killing but the overseeing GM must approve them. The raiders must be completely honest about their intentions with the overseeing GM.

 

Example objectives are:
           The acquisition of “tribute” of resources.

Rescue of prisoners held in the settlement.

Capture of a specific individual or small group.

Capture of criminals hiding in a settlement that the settlement refuses to give up.

General taking of captives with a reason.

Acquisition of information by force.


COMPLIANCE AND RESISTANCE

The players in the raided settlement (the “settlers” for the purpose of these rules) can either comply or resist with the raiders. Raiders cannot kill compliant settlers and settlers are compliant by default until they resist. Resisting settlers may be killed via normal RP conduct.


A settler is Resisting if:

They equip weapons and/or armour.

They insult or actively provoke the raiders.

They attempt to use magic in any form without explicit permission from the raiders.

They attack the raiders.

They run away.

They refuse to comply with a reasonable demand from the raiders.

They are caught lying to the raiders. (The overseeing GM must confirm this one directly.)

They disobey an instruction from the raiders, such as moving around when ordered to stay put, or continuing to talk when ordered to shut up.


Possessing weapons and armour in inventory is not resisting, but refusing to hand them over when the raiders search you is.

The overseeing GM has the final say on if a settler is resisting or compliant and attempts to abuse this rule from either side will be dealt with harshly.


DEMANDS
Once the defenders have been defeated, the raiders can round up the surviving captives, ask them questions and give them instructions. The settlers must comply: if a settler refuses or resists then the raiders are allowed to kill that settler.

However, the raiders cannot make clearly impossible demands the settler cannot physically or MCly do. They can only kill a settler for resisting if they refuse to obey an instruction, they cannot if the settler is clearly incapable. Likewise, raiders cannot make ridiculous demands in order to have an excuse to kill settlers (such as griefing the settlement) and they cannot instruct the settlers to kill each other.


The observing GM keeps careful watch on the demands made and will intervene if they believe the raiders are just trying to find an excuse to kill the settlers.


Raiders are allowed to threaten to kill another settler to coerce a settler into obeying their demands and can follow through on the threat. For example, if settler A refuses to obey a command, they can threaten to kill settler B. If Settler A continues to refuse, the raiders can make good on their threat and kill Settler B. However, they can only do this once per settler: if Settler A continues to refuse they can only kill Settler A.


Example instructions raiders can give:
Open doors.

Open gates.

Provide keys (LWC passwords.)

Stay still.

Shut up.

Allow raiders to tie you up and bind you.

Come with raiders as a captive.

Allow yourself to be searched.
Hand over any item in your inventory.

Break a chest block that the raiders cannot open.

Break windows if the door cannot be opened.


Raiders cannot demand to be added to a town pillar or be given region permissions.


Captives taken away from the settlement are no longer protected by the raid rules once the raid is over and can be killed. However, the raiders can only take a maximum of three captives per raid.

 


THE OVERSEEING GM

The overseeing GM is there to resolve any disputes over the raid and ensure the raiding rules are followed. Any problems should be directed to them. Do not spam the chat with L-OOC.


In the event of a raid to capture an individual, the overseeing GM can temporarily unlock LWC doors if the individual is hiding behind them. However they will not break blocks (unless they have been placed by the settlers during the raid to abuse region protections) or open LWCed chests.


The overseeing GM will use clear wide area coloured emotes to indicate when wide scale PvP combat has started and stopped. All raiders and settlers must comply with this. If a state of battle is not in effect normal rules for PvP combat apply (sufficient RP must occur before each individual fight and all individuals involved must be alerted).


While you may fight in settlements without raiding, it is against the rules to repeatedly go to a settlement and provoke battles with the goal of slaughtering settlers.


If you provoked into a fight in a settlement, you may only fight and kill the individuals who provoked it or who attack you, going on to mass-kill all players in the settlement will be considered a mass noRP kill.


Growing trees counts as placing blocks: if this is disallowed you may not do so.

 

During war

 

During wartimes the cooldown is reduced to a faction is allowed to raid once every 2 day. Same rules still apply.

 

Defenders do not need to pay a cost

 

A skeleton on what's a valid reason for going to war. Check the reasoning, ignore the systems. 

https://www.lordofthecraft.net/topic/69431-war-claim-overhaul/

 

 

 

Siege 

 

To progress to a siege, you'll fist need to win skirmishes surrounding the settlement.

 

IIUAwV2.png

 

For example, lets say I want to siege the humans. I'll have to fight at least 2 skirmishes near Petrus, and win all 2 of them. Once I have won 2/4 skirmishes, we can move on to the siege:

 

 

Siege requires a long time, with tools for sieging and ammunition. 

 

 

In this war, what basically went down was two sides firing each other with constant /roll 20s on siege equipment, as if it was a gattling down. There were so many fireballs thrown that at the end, the Dreadfort was quite literally gone. The only counterplay was to fire /at/ the siege equipments in order to disable them. The Teutons had one siege equipment left, and was constantly barraging at the fort as they couldn't react to it. 

 

To counteract that, and to balance out the sillyness of over-squeezing your fort to the brim with siege equipment, it'll be factored as a 'paintball cost'. Factions can 'hire' siege equipment (they'll build it in rp, but they'll need to pay the full price listed below in order if they want a GM to operate it). To keep it simple, we'll stick to trebuchets and battering rams. They can buy ammunition, just like in paintball. 30 shots for 30 ironblocks for example(could use smoothstone instead). That way the gunners will need to be smart about their targets.

 

Cost of siege equipment:

  1. The cost of buying siege weaponry is decided at 2 stack of logs, 1 stack of string, 16 iron blocks. The siege weaponry must be dismantled after the siege
  2. The cost of ammo is set at 1 ironblock, and 2 gunpowder
  3. Addition of battering rams which require 6 stack of logs, 32 iron blocks, and 2 stack of string. (battering ram can only be used if settlement is on a somewhat even location without a moat)
  4. You do not need to hire siege equipment, it is a option.

 

How to operate siege equipment

  1. To man a trebuchet, there needs to be 3 people operating it, with 1 designated roller, Cooldown between shots fired are 5 minutes.
  2. If you roll below 15, its a miss. If you roll 15 and above, its a hit. If you roll 19 and above, its a critical hit.
  3. To man a battering ram, there needs to be 5 people standing below the wall with the ram, with 1 designated roller. Cooldown between hits are 5 minutes.
  4. To successfully breach a wall with a ram, 1 person amongst the 5 will need to roll above 15 out of 20 3 times.

 

Those who say "What about surprise attacks?!"

https://www.lordofthecraft.net/topic/98787-war-rules/?hl=wars

Sorry, we dont want it because it'll be otherwise impossible to moderate, unless both factions agree to a game of hide and seek in a region.

 

The other side

 

The issue with this system is that it allows for no one to refuse warclaims, and it does basically **** over settlements that aren't capitals. You can read the debate here:

 

https://www.lordofthecraft.net/topic/102036-remove-warclaims/?hl=wars#entry935829

 

I think there are lots of obstacles in place, in order to take a settlement. In the end I concluded that pillaging a settlement would be better rather than lose everything and their rp.

 

Temple Tournament

 

https://www.lordofthecraft.net/topic/102324-40-nation-vs-nation-conflict/?hl=wars

  1. Does not need a warclaim, just a time and date for the fight and a list of participants
  2. Equal footings like 5v5, 7v7, whatever the number is
  3. Terms and conditions are set by the players, if you lose you pay tribute/give up your town/whatever. Both factions need to agree to it.
  4. We can have bystanders!
  5. Does not need a cost!

Closing notes

 

I have read this: https://www.lordofthecraft.net/topic/114970-casus-belli-system/and  at length, it was mostly just a rehash of the same people proposing the same set of rules before.

 

 

The flaw I see in this system is that it basically denies on the spot rallying and fighting, like so commonly seen in the Fringe. But this is a rp server first, and a pvp faction server 3rd. I hope this will promote more cooperative roleplay instead of the hate and strife that we have now.

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Version 1

War, war never changes. We've had war since Aegis, and it has evolved. With having more and more at stake, more and more players are prone to cheat the system, as it is natural for players. 

 

At the moment, we have warclaims and raids, as can be found here.

 

War rules

https://www.lordofthecraft.net/topic/105813-current-war-rules/

 

Raid rules

https://www.lordofthecraft.net/topic/110437-war-safe-zones-and-fighting-oh-my/

 

Now we haven't seen a proper warclaim since Fringe, since everyone lives in basically one city, Lago's system is designed for empires, where you have to take outerlying forts first before you can strike the capital. With Athera, I dont feel that this is the case due to the region plugin. Claiming plots and building on them are different now. 

 

Raids are just toxic now, and should be removed in its entirety. The purpose of a raid is to antagonise a settlement, by killing its inhabitants. You cant even take their resources anymore, with the removal of lockpicking. Its done purely to annoy and frustrate players. 

 

For this reason, I propose the total removal of raids, categorising war into 3 types: Skirmishes, Pillage, Siege. This system is designed to incorporate guilds as well.

 

Nation Rules:

  1. There must be sufficient roleplay in order to declare war
  2. Both sides need to consent to have their settlement taken, if not a successful siege will allow pillaging in which all its chests will be unlocked, several buildings destroyed, and setting it on fire. 
  3. To siege a settlement, you have to first win 3 skirmishes out of 5 outside of the settlement. 
  4. You may not refuse warclaims. But 3 GMs appointed by an admin will oversee and act as mediators to see if the warclaim should be accepted and to oversee the battle will go smoothly.(I'll explain the GM's role in a few)
  5. Both sides must agree to the terms of war. Date, time, Victory conditions, losing conditions, and stalemate conditions within a allotted timeframe of war should be agreed upon before hand. For example: To win a skirmish, you need to kill roughly half of the 40 man force within 1 hour. Or kill the emperor. To lose, you lose half your forces and 3 captains within 1 hour. A stalemate will be announced if there is no clear winner, and the battle will need to be redone. 
  6. If the invader loses 3 or more skirmishes, they may not attack that nation for 2 elven months(IRL months)
  7. After a area has been pillaged, they cannot be pillaged again for 2 months. 

 

Guild Rules

  1. Your group must have a valid reason for declaring war on another faction
  2. You may not refuse warclaims. But 3 GMs appointed by an admin will oversee and act as mediators to see if the warclaim should be accepted, to oversee the battle will go smoothly.
  3. Both sides must agree to the terms of war. Date, time, Victory conditions, losing conditions, and stalemate conditions within a allotted timeframe of war should be agreed upon before hand. For example: To win a skirmish, you need to kill roughly half of the 10 man force within 1 hour. Or kill the guild leader. To lose, you lose half your forces and 2 Captains within 1 hour. A stalemate will be announced if there is no clear winner, and the battle will need to be redone. 
  4. To siege a settlement, you have to first win 1 skirmishes outside of the settlement. 
  5. Both sides need to consent to have their settlement taken, if not a successful siege will allow pillaging in which all its chests will be unlocked, several buildings destroyed, and setting it on fire. 
  6. Private manors do not count as 'guilds'
  7. If the invader loses the skirmish, they may not attack that settlement for 1 elven month(IRL month)
  8. After a area has been pillaged, they cannot be pillaged again for 2 months. 

The price of war:

 

To often, do people wage war over inconsequential things. Waging war was a serious matter, that involved heavy logistics. It wasn't about who could defeat each other in battle, it was who could last longer. While its impractical for us to delve too deeply in realism, attackers need to pay a 'price' for going to war. 

 

War hurts everyone, and this should be used as a last resort before going to war.

 

The definition of going to war is declaring aggression on each other. So for example if the attacker declares war on settlement X, they will need to pay a 'logistic fee' for marching the men, equipment, feed, to wherever this settlement is to engage in combat. Every warclaim will need to be paid upfront. The idea is to make nation leaders stop and think if it is worth engaging in war. There will be a different set of price for guilds. but guilds tied to nations will fall under nation. This is to prevent loopholes like the Decterum declaring war on a settlement for cheaper war costs. 

 

Price of war has been decided to split into two, for skirmishes and siege

 

Siege

  1. The price of war for nation siege is changed to 32 gold blocks, 1 doublechest of stacked baked food(of any variety), and 1  chest of stacked cooked meats(of any variety)
  2. The price of war for guilds siege changed to 10 gold blocks, 1 stack of baked good and 1 stack of cooked meat

Skirmish

  1. The price of war for nations for skirmishes is set at 10 gold blocks, 1 doublechest of baked goods
  2. The price of war for guilds for skirmishes is set at 5 gold blocks, 1 double chest of baked goods

 

Defenders do not need to pay a cost

 

A skeleton on what's a valid reason for going to war. Check the reasoning, ignore the systems. 

https://www.lordofthecraft.net/topic/69431-war-claim-overhaul/

 

 

 

Raid removal consequences

Due to the removal of raids, factions like orcs will ask:"What do we do now? That's our entire RP!"

 

https://www.lordofthecraft.net/topic/94431-warlclaim-how-to-fix-war-on-lotc/?hl=wars

 

In that thread, Pok talked at length on why he wants a larger cap. But since the removal of raids, we can just assume it would be villainous activity. 

 

  1. They need proper rp before engaging in pvp, and they must make sure all who are present are aware of the situation should they call PVP default. 
  2. They can only pvp those involved. Killing random bystanders is the same as no-rp killing, and will be dealt as such. If random bystander provokes the attackers, well then they become involved.
  3. There are no cap to villainous activity, But that doesn't mean you can bring an army and sit around to bait people into attacking. 
  4. Banditry may not occur inside a settlement(banditry being defined as people in armour killing robbing and killing citizen inside its walls)

 

Siege 

 

To progress to a siege, you'll fist need to win skirmishes surrounding the settlement.

 

IIUAwV2.png

 

For example, lets say I want to siege the humans. I'll have to fight 3 skirmishes near Petrus, and win all 3 of them. Once I have won 3/5 skirmishes, we can move on to the siege:

 

 

Siege requires a long time, with tools for sieging and ammunition. 

 

 

In this war, what basically went down was two sides firing each other with constant /roll 20s on siege equipment, as if it was a gattling down. There were so many fireballs thrown that at the end, the Dreadfort was quite literally gone. The only counterplay was to fire /at/ the siege equipments in order to disable them. The Teutons had one siege equipment left, and was constantly barraging at the fort as they couldn't react to it. 

 

To counteract that, and to balance out the sillyness of over-squeezing your fort to the brim with siege equipment, it'll be factored as a 'paintball cost'. Factions can 'hire' siege equipment (they'll build it in rp, but they'll need to pay the full price listed below in order if they want a GM to operate it). To keep it simple, we'll stick to trebuchets and battering rams. They can buy ammunition, just like in paintball. 30 shots for 30 ironblocks for example(could use smoothstone instead). That way the gunners will need to be smart about their targets.

 

Cost of siege equipment:

  1. The cost of buying siege weaponry is decided at 2 stack of logs, 1 stack of string, 16 iron blocks. The siege weaponry must be dismantled after the siege
  2. The cost of ammo is set at 1 ironblock, and 2 gunpowder
  3. Addition of battering rams which require 6 stack of logs, 32 iron blocks, and 2 stack of string. (battering ram can only be used if settlement is on a somewhat even location without a moat)
  4. You do not need to hire siege equipment, it is a option.

 

How to operate siege equipment

  1. To man a trebuchet, there needs to be 3 people operating it, with 1 designated roller, Cooldown between shots fired are 5 minutes.
  2. If you roll below 15, its a miss. If you roll 15 and above, its a hit. If you roll 19 and above, its a critical hit.
  3. To man a battering ram, there needs to be 5 people standing below the wall with the ram, with 1 designated roller. Cooldown between hits are 5 minutes.
  4. To successfully breach a wall with a ram, 1 person amongst the 5 will need to roll above 15 out of 20 3 times.

 

Those who say "What about surprise attacks?!"

https://www.lordofthecraft.net/topic/98787-war-rules/?hl=wars

Sorry, we dont want it because it'll be otherwise impossible to moderate, unless both factions agree to a game of hide and seek in a region.

 

The other side

 

The issue with this system is that it allows for no one to refuse warclaims, and it does basically **** over settlements that aren't capitals. You can read the debate here:

 

https://www.lordofthecraft.net/topic/102036-remove-warclaims/?hl=wars#entry935829

 

I think there are lots of obstacles in place, in order to take a settlement. In the end I concluded that pillaging a settlement would be better rather than lose everything and their rp.

 

Temple Tournament

 

https://www.lordofthecraft.net/topic/102324-40-nation-vs-nation-conflict/?hl=wars

  1. Does not need a warclaim, just a time and date for the fight and a list of participants
  2. Equal footings like 5v5, 7v7, whatever the number is
  3. Terms and conditions are set by the players, if you lose you pay tribute/give up your town/whatever. Both factions need to agree to it.
  4. We can have bystanders!
  5. Does not need a cost!

Closing notes

 

I have read this: https://www.lordofthecraft.net/topic/114970-casus-belli-system/and  at length, it was mostly just a rehash of the same people proposing the same set of rules before.

 

501warhead will be conducting tests for war, and revisions will be made. But this is the base rules, and we'll see how it goes over the first few weeks. I dont expect a warclaim anytime soon though. 

 

The flaw I see in this system is that it basically denies on the spot rallying and fighting, like so commonly seen in the Fringe. But this is a rp server first, and a pvp faction server 3rd. I hope this will promote more cooperative roleplay instead of the hate and strife that we have now.

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Updates to version 1.1

 

  • Adding raid rules
  • Raids are limited to 4 people
  • Remove lockpicking of doors
  • Must be supervised by GM
  • Must have valid reason for raiding
  • Camping outside settlements is against the rules
  • Capitals cannot be raided
  • Changed required skirmish to siege capital from 3 to 2
  • Reduced cost of war, lowered gold and removed meat count

Raid Rules

A raid is an attack by 4 people on a settlement where they are not attempting to capture it. These new rules are intended to ensure raids are only conducted for RP reasons and  provide RP in both directions and prevent the method of raiding where minimal RP is conducted followed by mass killing of everyone in sight. Such raids do little but spread OOC drama and lead to players trying to provide RP with raids getting undue flak and abuse.

Raiding requires an overseeing GM, ideally one with no association with either group whenever possible. One faction can only raid once every 5 days outside of war


SEQUENCE OF A RAID

1. The raiders inform the overseeing GM of their objective prior to the raid. The GM then decides if the objective is valid and if they can proceed with the raid. The raiders must keep to their stated objective as it is their in-character goal: the overseeing GM remains vigilant for any attempt by the raiders to abuse the rules. There can be no more than 5 raiders on one raid.


2. The raiders approach the settlement and make their demands in line with their objective. They must give the settlers the opportunity to comply. They do not have to do this directly before the raid, provided they keep a recent dated screenshot of it and the settlement’s refusal to comply. The same screenshot may not be used for multiple raids. Once again the GM will be vigilant of any attempt to abuse loopholes.

3. The raiders access the settlement by some means and declare they are raiding. Those intending to defend against the raiders gather while civilians hide in buildings to ensure they are not confused with defenders and killed.


4. Once it is clear who is participating in the battle, the overseeing GM, with fair warning, declares the start of combat and the raiders and defenders fight via PvP. If the raiders are all killed, the GM declares the raid over. If the GM declares the defenders all killed, then the GM declares combat over and the raiders victorious and surviving compliant settlers are at the raider’s mercy.


5. The raid RP continues via usual RP rules until the raiders leave. The raiders may make demands of any surviving compliant settlers. If a significant group of defenders or assistance from another settlement arrives, the overseeing GM can repeat Step 4.


OBJECTIVES

To raid a settlement, the raiders must have an objective. This is their in-character goal in the raid. There are a few restrictions on the objectives raiders can have: their goal cannot be to kill everyone or large numbers of people in the settlement. You cannot raid to kill. If the GM believes your goal is a pretense for killing helpless settlers they will refuse your raid and inform the rest of the team of your attempt to abuse the rules.

Most possible objectives are fine if they do not involve killing but the overseeing GM must approve them. The raiders must be completely honest about their intentions with the overseeing GM.

 

Example objectives are:
           The acquisition of “tribute” of resources.

Rescue of prisoners held in the settlement.

Capture of a specific individual or small group.

Capture of criminals hiding in a settlement that the settlement refuses to give up.

General taking of captives with a reason.

Acquisition of information by force.


COMPLIANCE AND RESISTANCE

The players in the raided settlement (the “settlers” for the purpose of these rules) can either comply or resist with the raiders. Raiders cannot kill compliant settlers and settlers are compliant by default until they resist. Resisting settlers may be killed via normal RP conduct.


A settler is Resisting if:

They equip weapons and/or armour.

They insult or actively provoke the raiders.

They attempt to use magic in any form without explicit permission from the raiders.

They attack the raiders.

They run away.

They refuse to comply with a reasonable demand from the raiders.

They are caught lying to the raiders. (The overseeing GM must confirm this one directly.)

They disobey an instruction from the raiders, such as moving around when ordered to stay put, or continuing to talk when ordered to shut up.


Possessing weapons and armour in inventory is not resisting, but refusing to hand them over when the raiders search you is.

The overseeing GM has the final say on if a settler is resisting or compliant and attempts to abuse this rule from either side will be dealt with harshly.


DEMANDS
Once the defenders have been defeated, the raiders can round up the surviving captives, ask them questions and give them instructions. The settlers must comply: if a settler refuses or resists then the raiders are allowed to kill that settler.

However, the raiders cannot make clearly impossible demands the settler cannot physically or MCly do. They can only kill a settler for resisting if they refuse to obey an instruction, they cannot if the settler is clearly incapable. Likewise, raiders cannot make ridiculous demands in order to have an excuse to kill settlers (such as griefing the settlement) and they cannot instruct the settlers to kill each other.


The observing GM keeps careful watch on the demands made and will intervene if they believe the raiders are just trying to find an excuse to kill the settlers.


Raiders are allowed to threaten to kill another settler to coerce a settler into obeying their demands and can follow through on the threat. For example, if settler A refuses to obey a command, they can threaten to kill settler B. If Settler A continues to refuse, the raiders can make good on their threat and kill Settler B. However, they can only do this once per settler: if Settler A continues to refuse they can only kill Settler A.


Example instructions raiders can give:
Open doors.

Open gates.

Provide keys (LWC passwords.)

Stay still.

Shut up.

Allow raiders to tie you up and bind you.

Come with raiders as a captive.

Allow yourself to be searched.
Hand over any item in your inventory.

Break a chest block that the raiders cannot open.

Break windows if the door cannot be opened.


Raiders cannot demand to be added to a town pillar or be given region permissions.


Captives taken away from the settlement are no longer protected by the raid rules once the raid is over and can be killed. However, the raiders can only take a maximum of three captives per raid.

 


THE OVERSEEING GM

The overseeing GM is there to resolve any disputes over the raid and ensure the raiding rules are followed. Any problems should be directed to them. Do not spam the chat with L-OOC.

 

The overseeing GM should preferably not have any characters belonging to either the raiding or defending faction to avoid any forms or accusations of being biased to either side, it is allowed for GMs with characters in the two factions to handle it, but should only be a last resort solution.

 

In the event of a raid to capture an individual, the overseeing GM can temporarily unlock LWC doors if the individual is hiding behind them. However they will not break blocks (unless they have been placed by the settlers during the raid to abuse region protections) or open LWCed chests.


The overseeing GM will use clear wide area coloured emotes to indicate when wide scale PvP combat has started and stopped. All raiders and settlers must comply with this. If a state of battle is not in effect normal rules for PvP combat apply (sufficient RP must occur before each individual fight and all individuals involved must be alerted).


While you may fight in settlements without raiding, it is against the rules to repeatedly go to a settlement and provoke battles with the goal of slaughtering settlers.


If you provoked into a fight in a settlement, you may only fight and kill the individuals who provoked it or who attack you, going on to mass-kill all players in the settlement will be considered a mass noRP kill.


Growing trees counts as placing blocks: if this is disallowed you may not do so.

 

During war

 

During wartimes the cooldown is reduced to a faction is allowed to raid once every 2 day. Same rules still apply.

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That regions map is now beyond outdated, it's a relic. Not sure if you have any alternatives, but just letting you know that regions right now are a lot closer brushed up to one another.

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