Javert 5573 Popular Post Share Posted October 19, 2023 Howdy, as most of y'all know by this point I am a sucker for Nomads and Nomad RP. I made a Nomad group called the Skanarri (albeit they've been reduced to a eventline culture. I'm hoping to change that one day) and I had a lot of fun in having them migrate from place to place. A lot of people have said it's extremely difficult or outright impossible to establish yourself as a Nomad group, so I decided to propose a very basic ruleset to appeal to Nomad RP. This is far from perfect and I'm doing this largely spontaneously - feel free to discuss it in the comments and such, I love feedback. I'll also add on your suggestion if it's a cool one. Nomad Camp Rules: 1. A Nomad group must have at least 8 members to request a camp setup. 2. Camps are temporary, and can exist for a maximum of 2 3 IRL weeks. 3. To set up a camp, a Nomad group must provide 200 mina to staff to allow for the setup of a temporary region 4. Nomads cannot cause extreme or permanent changes to the land (terraforming, large farms, houses, et cetera). 5. Nomad groups must provide their own resources to build the majority of the camp themselves. 6. If a Nomad group attempts to settle in a tile claimed by a Nation, the Nation has the option to initiate a Warclaim to prevent the Nomads from settling (see: Nomad Conflict Rules) Nomad Conflict Rules: 1. Nomads can utilize their temporary region to partake in raids, but nomad groups in specific must adhere to a 1 week cooldown after each raid (1 raid per week) 2. If a Nomad group engages in a proper warclaim, the Nomad group is restricted from leaving the temporary region until the conclusion of the conflict.3. If a Nomad group is defeated in a warclaim, their temporary camp is pillaged (see Wargoal: pillage). 4. If a Nomad group is defeated in a warclaim, they cannot reform into a new camp for 4 IRL weeks. In this time, the Nomad group will be considered "Scattered" 5. If a Nomad group wins a warclaim against a Nation whos land they intend to settle on (see Nomad Camp Rules No. 6) the Nomad group will be permitted to settle on the tile temporarily and cannot be warclaimed unless the nomad group attempts to move to another tile within the same nation. 6. If a Nomad group loses a warclaim whilst attempting to settle a Nation's tile, they will be unable to reform a new camp for 4 IRL weeks and will be considered "Scattered" (see Nomad Conflict Rules No. 4) 6. In Warclaims, a Nomad group is treated like an ordinary realm and must consider all costs associated with standard Warclaim rules. 31 Link to post Share on other sites More sharing options...
Jihnyny 2572 Share Posted October 19, 2023 i dont like the mina rules or the 2 week rule. I think it should be three weeks maxinum ( a month ). though i do think nomad rp should have its own set of rules cus its BASED 1 Link to post Share on other sites More sharing options...
tadabug2000 3506 Share Posted October 19, 2023 Hmmm, 3 weeks to a month sounds more reasonable - cause while it is nomad stuff, if you're thinking of the mechanical setup, and the costs, etc, 3-4 weeks is more reasonable on an OOC level 2 minutes ago, Jihnyny said: i dont like the mina rules or the 2 week rule. I think it should be three weeks maxinum ( a month ). This looks really cool otherwise, Jav! Though, it seems a bit strange to like, have the same war costs as a nation but I also get where you're coming from there Link to post Share on other sites More sharing options...
Lirinya 2661 Share Posted October 19, 2023 4 minutes ago, Javert said: 3. To set up a camp, a Nomad group must provide 200 mina to staff to allow for the setup of a temporary region My thoughts on this were to have the region only at a certain height, with '0' depth, assuming the land was flat. That way, buildings can only be a maximum x amount of height, and nothing can be built underneath. --- Otherwise, I had considered a few things. After the [2 weeks] of the camp being up, the region should be deleted by staff. Does the camp then remain or is it destroyed? It'd be nice for other groups to come across pre-built camps, but it could cause a lot of clutter. I don't agree that they should be able to join wars, personally. To be nomadic implies no ties to a certain place/realm and currently, realms are how wars function in terms of who can take part. Equally, I don't think they should be able to be warclaimed. Groups which are found to have settled on exterior tiles could be ICly removed by the PRO/RO's. This shouldn't ever need to come down to a warclaim- if a group is found and the PRO doesn't want them there.. they could.. just burn down the camp? Quick, surefire way of removing someone unwanted from your lands. Have the option there for people to, rather than camps, have things like caravans pasted in as they move to different locations. Even if that costs a bit of mina- be nice to see some pretty, smaller scale builds. --- Overall, big yes. Make it viable for travelling groups to exist. Make use of all that beautifully made land we have. Populate it. You'll find that RP might scatter, but if anything, it might be a good indication of what people do and don't enjoy. 6 Link to post Share on other sites More sharing options...
Javert 5573 Author Share Posted October 19, 2023 21 minutes ago, Jihnyny said: i dont like the mina rules or the 2 week rule. I think it should be three weeks maxinum ( a month ). though i do think nomad rp should have its own set of rules cus its BASED Honestly, the state of the server means that nothing can really be free when it comes to establishing something on your own. I also feel that it's rather fair for there to be a mina cost - Nations and Lairs have to pay to be placed, why should Nomads not? I'm not a fierce advocate for them paying mina (Hence the relatively low number), but it would make it at least a little fair to those who are settled. (I agree that Nomads should have at least 3 weeks or so, 2 weeks was just a starting point) 8 minutes ago, Lirinya said: My thoughts on this were to have the region only at a certain height, with '0' depth, assuming the land was flat. That way, buildings can only be a maximum x amount of height, and nothing can be built underneath. --- Otherwise, I had considered a few things. After the [2 weeks] of the camp being up, the region should be deleted by staff. Does the camp then remain or is it destroyed? It'd be nice for other groups to come across pre-built camps, but it could cause a lot of clutter. I don't agree that they should be able to join wars, personally. To be nomadic implies no ties to a certain place/realm and currently, realms are how wars function in terms of who can take part. Equally, I don't think they should be able to be warclaimed. Groups which are found to have settled on exterior tiles could be ICly removed by the PRO/RO's. This shouldn't ever need to come down to a warclaim- if a group is found and the PRO doesn't want them there.. they could.. just burn down the camp? Quick, surefire way of removing someone unwanted from your lands. Have the option there for people to, rather than camps, have things like caravans pasted in as they move to different locations. Even if that costs a bit of mina- be nice to see some pretty, smaller scale builds. --- Overall, big yes. Make it viable for travelling groups to exist. Make use of all that beautifully made land we have. Populate it. You'll find that RP might scatter, but if anything, it might be a good indication of what people do and don't enjoy. I respectfully disagree with your opinion. There is (irl) historical precedence for Nomads to be able to join wars, ranging from nomads being hired as mercenaries to being promised some sort of gain. There are many reasons why Nomads would be able to join a War, and so I don't see why they shouldn't be allowed to at all. As for not needing a warclaim if Nomads settle on your tile, I again disagree. Yes you could burn down their camp, but would Nomads really just let you burn down their camp without a fight? Ok, some might, but there are others who would say "Hell no" and want to stand and fight. Giving a Warclaim as a possibility enables the Nomads to at least try to defend their camp in the region rather than just getting an eviction notice. Also again, (irl) historical precedent. Would a Nomad group just go away if you handed them an eviction notice? Nine times out of Ten, no. Armies had to be mobilized to push them out of the region. I respect your opinion on this, but I do disagree for the reasons I have stated. 3 Link to post Share on other sites More sharing options...
Sefardi 1501 Share Posted October 19, 2023 This seems like a cool idea, would be interesting to see it developed further and tried out Link to post Share on other sites More sharing options...
ClassyDryad 1733 Share Posted October 19, 2023 Like the idea though moderation would need to be faster than they are now with setting up these regions/pasting if that's involved. Currently you get delayed by at least a few weeks whenever you need it. 1 Link to post Share on other sites More sharing options...
Lirinya 2661 Share Posted October 19, 2023 20 minutes ago, Javert said: Honestly, the state of the server means that nothing can really be free when it comes to establishing something on your own. I also feel that it's rather fair for there to be a mina cost - Nations and Lairs have to pay to be placed, why should Nomads not? I'm not a fierce advocate for them paying mina (Hence the relatively low number), but it would make it at least a little fair to those who are settled. (I agree that Nomads should have at least 3 weeks or so, 2 weeks was just a starting point) I respectfully disagree with your opinion. There is (irl) historical precedence for Nomads to be able to join wars, ranging from nomads being hired as mercenaries to being promised some sort of gain. There are many reasons why Nomads would be able to join a War, and so I don't see why they shouldn't be allowed to at all. As for not needing a warclaim if Nomads settle on your tile, I again disagree. Yes you could burn down their camp, but would Nomads really just let you burn down their camp without a fight? Ok, some might, but there are others who would say "Hell no" and want to stand and fight. Giving a Warclaim as a possibility enables the Nomads to at least try to defend their camp in the region rather than just getting an eviction notice. Also again, (irl) historical precedent. Would a Nomad group just go away if you handed them an eviction notice? Nine times out of Ten, no. Armies had to be mobilized to push them out of the region. I respect your opinion on this, but I do disagree for the reasons I have stated. No issues with disagreement! It's an interesting discussion and you have valid points. In terms of the war stuff, you're absolutely right. However with the server, to be in a war you must be part of a realm. Even if you are a small group from say, haense. You must be joined to the haense realm. When you enter the war, the entire realm of haense joins that war. The nomadic camp would need its own defined realm, to avoid mechanical abuse (thinking along the lines of people claiming to be nomadic, to try and freely join wars). I see warclaims as a more nation v nation sort of thing. Unless the nomadic group in question met that size, would they stand a chance against then nation 'evicting' them? They certainly would stand and fight! But a small traveller group wouldn't stand a chance against a kingdom. At best, they'd likely manage a skirmish? Link to post Share on other sites More sharing options...
DrakeHaze. 2483 Share Posted October 19, 2023 Roaming mercenary groups with low upkeep and minimal risk, I like it. 1 Link to post Share on other sites More sharing options...
Vilebranch 280 Share Posted October 19, 2023 Don't much understand limiting raids to once per week. But everything else makes sense to me. Nations already get put on cooldown when you raid them. Link to post Share on other sites More sharing options...
NotEvilAtAll 9945 Share Posted October 19, 2023 1 hour ago, Javert said: Nomads cannot cause extreme or permanent changes to the land (terraforming, large farms, houses, et cetera). This needs more clarification. How large a farm is too large? Are only tents allowed or are dugouts and small huts ok too? Can nomad camps have walls? Link to post Share on other sites More sharing options...
Cobbler 618 Share Posted October 19, 2023 So mercenary groups Link to post Share on other sites More sharing options...
Spoopy_Duck 1500 Share Posted October 19, 2023 I like the idea in itself, I disagree with all the war aspects. We effectively removed the existence of mercenary groups outside of a realm for a reason and this would basically add that back with extra steps. The raid CD step also doesn't have purpose as raids are not restricted towards players in realms or all players from the same realm, only rules with a raid is you can't raid a place on CD. Some other questions I have:5. Nomad groups must provide their own resources to build the majority of the camp themselves. Are they allowed to use LC to build? Nomads cannot cause extreme or permanent changes to the land (terraforming, large farms, houses, et cetera). Not really defined what exactly is and is not a permanent change, what makes a house a permanent change? If it's burned down wouldn't it be no longer permanent. Also just region management seems nightmarish with constant 3 week temp regions. 5 Link to post Share on other sites More sharing options...
Operator_Bugman 221 Share Posted October 19, 2023 Thank you javvy, I've been wanting some nomad rp for a while, kind of like a temporary lair application Link to post Share on other sites More sharing options...
Franczhiz 4053 Share Posted October 20, 2023 The 2-3 week rule doesn't make sense to me because if someone is to make a Nomad culture it means they are to travel and replace themselves. To have a temporary ability to set up camp removes the main essence of actual Nomad RP. I do not understand why Nomad groups must be time-limited in terms of being able to only stay in a camp for 3 weeks. I certainly would like some more context to this because I believe setting a time limit on camps really does contradict the entire meaning behind having a Nomad group. I also think that the rules made for having (x) amount of members for a Nomad group shouldn't be at least 8 because this will more or less decimate the will of people to make Nomad groups in the first place since most of the playerbase will join an already-existing faction anyway. If this is not a way to decrease the existence of Nomad groups then I do not know what is. 1 Link to post Share on other sites More sharing options...
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