|Rules v.0.something <WIP>|
|Topic Started: May 18 2008, 06:29 AM (706 Views)|
|Yosuke||May 18 2008, 06:29 AM Post #1|
Edited by Yosuke, May 18 2008, 12:12 PM.
|Yosuke||May 18 2008, 12:22 PM Post #2|
Non-Combat Role-Play Rules
I. Starting Out and Pilot Rules:
Before you can make any role-play posts, you must post a character profile and a unit profile in the “Character Profiles” forum. The template for these profiles are in the pinned threads at the top of that forum. Follow the templates and even add onto them if you like, and you will most likely be accepted. We here at SRW Legacy are incredibly accepting of characters, so feel free to use what you like. Ridiculous characters, however, will not be accepted (no, you are not God, you may not play God!). Once your character and unit have been accepted, they will be added to the proper faction's forums and the password to that faction's base will be PMed to you. At this point you are free to participate in the RPG.
II. Mecha Rules:
Again, we are readily accepting of most any mecha. And again, ridiculous mecha (Ideon, Gunbuster and the like) will not be accepted. A few select mecha are also unavailable for plot reasons, but we will tell you if you choose one. Chances are you won't.
Metagaming is when a person combines out-of-character and in-character elements. For instance, sending the password for a group’s forum to an enemy group member. This is not ethical and has the potential to ruin the role-play for everyone. Please, do not do anything like this.
Normally, there are two ways to communicate when in-character; you can speak to someone directly, or you can use a radio device to contact another mecha/ship/whatever. Out-of-character questions during role-play should be done through PM whenever possible to remove clutter in posts, but when it must be brought to light quickly (such as during combat, with 48-hour hits), use the following forum code:
Don't include the space between the slash and "CODE", though, obviously. This will let us all know that you are speaking out-of-character.
Edited by Yosuke, May 19 2008, 04:35 AM.
|Yosuke||May 19 2008, 04:31 AM Post #3|
The Art of War: A guide to combat
Perhaps a dominant trait to any mecha RPG is combat, here we're going to give a basic rundown of how it works here.
I. Post Format:
While there is no set word limit for role-play posts, it is highly recommended that you do not make one-line responses. These are not only detrimental to the feel of the RPG as a whole, but they are also weak in complexity, which may result in you being shot at (and hit!) more easily.
II. Combat Basics:
Once you leave a battle, you may not return. The only exceptions to this rule are battles which have defined “repair and restock” sessions in the mission profile. If there is no specific statement about being able to repair and restock, you may not do so.
Each poster is allowed two Combat Actions per post. A combat action is defined as either an attack or a defending response. Normally combat will begin with one person only using a single combat action, however.
Roy flies over to Konpei Island in his VF-0S (0 combat actions, no combat so far). He encounters Turan Ten, piloting a Glaug, who then opens fire on Roy with his main cannons (1 combat action for Turan Ten, an opening attack). Roy dashes into the air to avoid the shots then returns fire with his gunpod (2 combat actions for Roy, one for dodging and another for returning fire). Turan Ten takes the shots full on, opening fire with a heavy volley of shots from all of his weapon systems, then adjusting his aim to box Roy in and firing another volley (2 combat actions for Turan Ten, one for a single volley and another for a second, since he didn’t bother to defend against the attack). Roy flips into Gerwalk mode and zips down to the ground, avoiding the first volley, then flips into Battroid mode and rolls along the ground to avoid the second volley (2 combat actions for Roy, one for each dodge—he is now unable to attack).
If there are any questions as to what constitutes as a combat action, PM an admin.
Also, you must take all posts directed towards you into consideration. Yes, this means that someone could theoretically be caught in a situation where three people are attacking him at once and he’s only got two combat actions to use. That’s called strategy. ^_~ If you do not acknowledge someone’s attack upon you, then…
III. Time Limit:
When there is an active combat role-play, this rule comes into effect, known henceforth as the “48 Hour Rule.” What this means is that if you do not make a suitable response to an attacker’s post within 48 hours, it will be considered an automatic hit and damage will correspond to the type and class of weapon fired. If you still do not post within another 48 hours, you are considered damaged beyond combat ability and are out of the battle.
However, a 48- or 96-hour hit must be called by the attacker, and only one can be called. If an attacker calls a 48-hour hit on a defender, he or she cannot 48 hours later call a 96-hour hit. Likewise, if no 48-hour hit is called and the defender posts, the attacker may no longer call a 48- or 96-hour hit.
These rules are exact—-the forum keeps very precise timestamps. Don’t try to cheat, it won’t work.
Hikaru raises his gunpod and fires a round at Minmei’s VF-1T. Minmei makes no post in response for 48 hours, so Hikaru gets to make a post about how his gunpod shots blew holes in the VF-1T’s armor plating. Or, Hikaru could wait another 48 hours and knock Minmei out of the battle for good. Hikaru decides to do this instead, but 12 hours later Minmei posts that she sidestepped the incoming bullets and returned fire. Poor Hikaru, no instant hit for you!
IV. Taking Damage:
Except for the beginning of a battle, you must take damage over time. No one in this role-play is a perfect pilot, and even the best make mistakes as a battle lingers on. This means that you cannot perfectly dodge every single attack thrown at you. After all, many attacks you are faced with may be particularly creative on the part of the attacker, making it difficult to dodge well.
It is advised that you try your best to think three-dimensionally about attack and defense. Mastering visualization is the key to winning combat in text-based RPGs!
V. Ammunition, Fuel, HP, AP, etc.:
Due to the nature of text-based RPGs, it would be fairly difficult to enforce a strict limit on any of these variables. Therefore, it is up to the player to be reasonable. You may not have infinite anything except fuel (though in some cases, such as some Gundam SEED units, battery power would come into play). Combat results in damage which may make you unable to battle on without harming your pilot. Ammunition will run out eventually. Keep these things in mind.
A player’s character can only die if that player deems it acceptable, and that’s final. However, there can be severe injuries made to a player which may render him unable to fight for substantial periods of time.
VII. Non-Player Characters in Combat:
In most mecha-based series, there can be hundreds (or in some cases, thousands!) of mecha in combat during any given battle. As such, most of these craft will be piloted by NPCs. NPCs cannot do tremendous harm to player characters, but are there rather to make the experience more rich. Any role-player can “create” NPCs to further his own post, but cannot use said NPCs to attack another player. Also, NPCs are the one time aside from making a 48- or 96-hour hit when you can direct enemies to some extent. You cannot make enemy units do foolish things, and you cannot just destroy a huge group of them effortlessly (not to mention, what a waste of a combat action), but you can have them make attacks on your NPCs, and have them take shots at yourself in your own post.
Roy flew towards the huge Zentran fleet, seeing the glints of enemy battlepods approaching. “All right, maggots! Now’s the time to show ‘em what you’ve got!” he announced through the radio to all the squadrons of Valkyries around him, who replied with masses of “Yeah!” and “Let’s get ‘em!” calls before diving straight into enemy fire. Roy dipped his wings in various directions, flying through countless streams of Zentradi lasers before finding his target—that Glaug from before…
Yes, this means that you can create enemy fire and dodge it, all without using combat actions. Like I said, NPCs are there to enrich the experience.
VII. Multiple Battles
Each character is allowed to be in as many as ONE combat RPG situations at a time and ONE non-combat situations at a time. This is to reduce confusion and create a more believable "timeline" of events. If you don't know if the thread you're in would be considered "combat," ask yourself: am I using combat actions? If you are, then it's combat. You can always leave the battle to attend another one, but remember that you can't come back (see II. Combat Basics)!
Roy is having a joyride with Hikaru and Minmay on Earth. Roy's player, though, decides to have Roy join up and defend the Macross from the Zentradi in space. Since he can be in combat and not in combat at once, he can post in both threads. But if the Meltran take a sneak attack on the Earth, Roy would have to leave the battle at the Macross to join in with that one, or else leave it up to someone else.
The Most Important Rule Ever
Have fun. No, seriously! Go out there and do some great role-playing! Enjoy yourself!
|1 user reading this topic (1 Guest and 0 Anonymous)|
|« Previous Topic · The Law · Next Topic »|