Re: The Guilds of Runouw
Also, Ven and I talked about a plugin that lets you respawn the dragon when you rightclick the egg with a Eye of Ender. (only in the end, though) We're likely to get it.
Venexis wrote: Seriously, I love what you've done with it Chau
Venexis wrote:Various details have been tweaked to encourage players to cooperate with their guild members and sometimes opposing guilds to accomplish in-game achievements. Hopefully this will result in a much more dynamic game with warring factions and trade routes.
- Guilds:
There's four current guilds, each with their own unique territory and structure. More information about the guilds can be found in the first post.
- To join a guild, just pick the one you like the most (whether it's because of their territory, their political setup, or their RP ideologies) and post in this topic. An op will change your name to the guild's color and from that point forward, they're your companions. There are four warps at the spawn island, corresponding to the four elemental territories- just push the button of your guild and you'll be teleported to their realm.
- Each guild has some kind of leadership. Whether it's a single tyrant governing by force, an elected leader voted into power by the other guild members, independent members who secretly watch each others' backs, or collection of lone wolves who care for nothing but their own success, every guild has its own unique political structure. This may influence how members settle their realm, and how the guild trades or fights with others.
- Roleplay:
This is a roleplay server. This means that certain events should be done with the voice and mannerisms of a character you choose. It's not necessary 100% of the time, and you're more than free to just play the game normally if you want to, but it's strongly encouraged that you try if the opportunity comes up.
- Players should have some form of in-game character. Your character can be anything- an stranded alien seeking to return to his homeworld, an elemental golem born from strange magicks in the bowels of the earth, an adventurer with amnesia- even just yourself. The only limit is your imagination here, but please post a character bio (see template in the first post) for other players to reference.
- There's freedom to change your in-game name to your character's name, if you so desire. Bonus points if you want to change your skin too, but neither is required.
- You don't have to roleplay constantly, but if you're consistently avoiding it, other players may catch on and give you a surprise visit. It's not hard, just weird, and while some players are very experienced at it, most of us aren't. We'd be more than happy to help and accomodate. Local chat is great roleplay conversations, whereas global chat is for general organization and non-RP talks.
- When you're developing your character, keep everyone else in mind. Do not say another player did something in your past unless they agreed to it. Also keep the map's history in mind. Anything new should be mentioned in this thread so we do not have inconsistencies in story.
- Large server events like a stronghold raid are expected to be roleplayed. While the events themselves would take place primarily in local chat, they should be planned in global chat a while prior (at the very least, three or so days before the event takes place) so that everyone has a chance to get in on the action. Failure to notify the server beforehand may result in consequences or even a ban.
- Trading:
It's immediately obvious that the territories are arranged in such a way that some resources are much more common in certain areas. This is intentional, and done to force interaction with players outside your own faction.
- It's possible to take the friendly approach and establish agreements with other regions, or sneak in at night (see looting) to steal some resources for yourself. Is it worth starting a war over? That's a decision your guild will have to make when it comes to trade relations.
- Trades between two different guilds should be roleplayed from start to finish. This can include the negotiation of prices, and if no agreeable deal is found, may escalate into combat. If you aren't happy with a deal and wish to fight for the resources at stake, have your character drop hints so that neither side is totally unprepared.
- Trades between members of the same guild may be roleplayed, but it isn't required.
- Combat:
Killing both allied players and enemy players is allowed for this map, but there are a few catches. A lot of things can go wrong during combat to result in one side (or both) feeling cheated, humiliated, and angry. This section is very important, and should be read thoroughly.
- For this map, battles are allowed any time, anywhere- with some restrictions.
- Firstly, WorldGuard will be used to prevent people breaking into bases by punching or mining blocks; you now need to blast in with dynamite or a cannon. Both can be blocked by obsidian, so that might be worth keeping in mind.
- Secondly, the size of the defending party must be equal to or greater than the size of the attacking party. The defenders don't need to be at their base for this, just online- plan your bases and don't idle longer than necessary. Just like a real war, the element of surprise will be critical here.*
- Any combat between two or more guilds must be roleplayed. This is a vital point intended to negate any hard feelings- roleplay should include a cause for the conflict, a goal of the conflict (attackers may wish to win resources, or simply disagree with the defender's politics; defenders might want revenge for the attack, or simply to protect their hard-earned materials), and a conclusion. Tell them your reason ahead of time, out of character. Who won? Are there any post-war agreements? Was this just the first battle in an all out war? All parties MUST reach some sort of consensus about:
This MUST be before the battle, not part of the roleplay. The losing side tends to be defensive about what it should keep, and the winning side tends to be more selfish.
- Spoils and reparations (who gets what when a party wins).
- Team balancing* (it is unfair for a lightly armored team to defend against a fully enchanted, diamond team).
- Battlefield (the borders of your battle should be contained to something reasonable.* You may use the preset WorldGuard borders, landmarks, biomes, or any combination of the 3).
- If you are chased out of battle(you should announce this out of character), that does not mean you keep all the spoils. You must still leave a chest of everything you took besides the one item you are allowed to take.
- Killed players can immediately respawn and start attacking again, in an attempt to slay or drive off the threat, so watch out.*
- Do not attempt to stir battle by doing something that affects the whole server(i.e. claiming the stronghold,
- Battleaxes and invisibility potions are banned during battles.*
*: May only be broken if all affected sides agree for roleplay purposes.- Looting:
If you've managed to infiltrate a guild's base during a battle, you're permitted to take some of their resources (assuming you can find their storage, of course). Due to this, it's recommended that you hide or trap your valuables.
- You can only loot a guild once per (real life) day. This means a guild may raid a target multiple times in a day, but may not send a player to that target more than once. "Guilds" are specified by region, and not bases- this means even if all members live in separate bases, you're still only allowed to raid the entire faction's territory once per 24 hours. No loopholes by raiding one player's base, taking stuff, then returning an hour later to a different player's base within the same territory.
- Each raiding player can only take AT MOST one stack per resource.* This means enderpearls/eggs cap at 16, potions and tools cap at 1 since they don't stack at all. Stealing one of each type of potion/tool is fine, but effect duration/strength and enchantments do not make items sufficiently different from each other:
- Taking 1 diamond pick and 1 iron pick is valid, as they're made of different materials.
- Stealing 1 diamond pick and 1 diamond shovel is also valid, as they're different tools.
- Looting 1 unenchanted diamond pick and 1 Fortune III diamond pick is not valid, as they're the same tool and same material despite being enchanted differently.
- Similarly, a Silk Touch and Power V enchanted book may not be taken together (as only their enchantments differ), nor could an 8 minute night vision potion and a 3 minute night vision potion be taken together (since they're the same apart from effect duration).
- Exceptions to this are resources that can be crafted into storage blocks.* The cap for diamonds/emeralds/gold is set at one block (9 items), and the cap for iron/lapis is set at 3 blocks (27 items). Redstone/coal caps at 7 blocks (64 items).
- Destroying crops is allowed, as is killing mobs (as long as you leave two, for breeding purposes).
- Group raids should be announced to everyone at least an hour prior to the raid. The deadline before you have to announce again is 3 days.*
- Violators will find the WorldGuard protection on their base lifted for the duration of the next (real life) day, as well as server-wide broadcasts every hour saying that protection is down. This is the only time punching or mining into a base is acceptable, but the rules still stand- one raid per player per day. Outside factions may use the protection downtime to their advantage as well.
- After successfully killing a raiding or trespassing player, it is required to leave their items in a chest or other safe place. You may take only one of their carried items, unless a compelling roleplay argument is given and it is found agreeable by both sides.
*: May only be broken if all sides agree for roleplay purposes.
- Exile:
In extreme cases, players may be exiled from a guild. If there are at least three exiled players, they may wish to band together as a fifth guild.
- ALL members of the affected guild must be in agreement (regardless of political structure) for this to initiate, and there MUST be proof (of a worthy offence, and of collective agreement).
- If these conditions are met, the player being exiled will have a chance to make an appeal, and the guild will vote once more- if the vote is unanimous, that player will be cast out.
- He will have one in-game day to salvage anything he can before any remaining resources become fair game, at this point, he will be able to join another faction (if any are willing) or stay as an Exiled member with a neutral-colored name. It is up to each faction how they respond to Exiled members.
- Exiled members may set up their base wherever they wish, so long as the guild who has their land agrees to it. Bear in mind that this does not mean that guild will be friendly towards you, they may just want a place close enough to steal from regularly.
nin10mode wrote:Group raids should be announced to everyone at least an hour prior to the raid. The deadline before you have to announce again is 3 days.*