rules:clash_of_nations
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====== Clash of Nations ====== | ====== Clash of Nations ====== | ||
- | Convergence | + | Project Multiverse |
- | We want to keep Convergence | + | We want to keep Project Multiverse |
- | As defined in our [[rules:conflict_resolution|Conflict Resolution]] rules, conflict requires consent. | + | As defined in our [[:rules|rules]], conflict requires consent. |
- | ===== Dedicated Territories ===== | + | ==== Border Gore ==== |
+ | Unlike in some settings where there are factions, nations, etc. A player nation' | ||
+ | |||
+ | This rule is not only to encourage RP between nations and players and to avoid not only players and nations setting up in a corner and never interacting with one another but also disallowing //King Of The Hill// scenarios where a player or nation will try to carve up < | ||
+ | |||
+ | This is also to encourage nations to spread out their territories more across the map((And not just be a grid square away from each settlement.)) due to proximity being only an OOC construct for meaningless territory. This also means that map landmarks such as nebula or named locations, even those created by the cartographer at the request of the leader or players of a nation can //not// be claimed by them as their exclusive or rightful territory. | ||
+ | |||
+ | **Never** will the cartographer of the setting map((Char)) or the map-host/ | ||
+ | |||
+ | Please also keep in mind that any territories a player nation attempts to field and desires on the map should have a wiki page with detailed information for characters, players, and other nations to interact with, and attempting to put more systems and territories on the map will just be seen as an attempt at KOTH if it's only there for the sake of taking up map space and a player or the leader of a nation refuses to put in the effort to make it available as an RP location for others to interact with; Such territories will not be considered //Setting Canon// and will be considered //Nation Canon//, and remain off the map and should not be considered in nation conflicts such as resources or population or anything important that has happened on it that might add weight to a conflict as they are only relevant to that nation for such purposes as just being there for that nation to RP on exclusively. | ||
+ | |||
+ | <note important> | ||
+ | ===== Territories ===== | ||
+ | |||
+ | Our universe is divided up into territories. Territories are //usually// systems, but may be other types of ' | ||
+ | |||
+ | All Nations are allowed up to 3 core, "Dedicated Territories". All other territories are " | ||
+ | |||
+ | At the end of the day, the number of territories any given Nation holds really doesn' | ||
+ | |||
+ | ==== Dedicated Territories | ||
A Nation' | A Nation' | ||
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Nations can have up to **five** dedicated territories, | Nations can have up to **five** dedicated territories, | ||
- | ===== Disputed Territories | + | ==== Disputed Territories ==== |
- | Disputed Territories are those systems and places that are far enough removed from a Nation' | + | Disputed Territories are those systems and places that are far enough removed from a Nation' |
+ | |||
+ | Disputed Territories are always open to attacks or visits from other Nations or players. A nation claiming a system outside of their territory automatically gives consent to others to interfere with and/or claim that system, so long as they go about it in a way that is fun and reasonable for everyone involved. | ||
+ | |||
+ | The Core Rules, particularly those on [[: | ||
+ | ===== Combat ===== | ||
+ | |||
+ | Combat between characters or Nations is something we should be comfortable with. The alternative is that everything in our universe is forced to be friends with each other or, worse, walled off. | ||
+ | |||
+ | Combat takes two main forms: Asymmetric, with a set of ' | ||
+ | |||
+ | We believe that our choices in how we develop our setting shouldn' | ||
- | A Nation holding a Disputed Territory is Opting-In | + | <note important> |
+ | \\ | ||
- | The [[rules: | + | The Clash of Nations is, just like all other RP here, 'by consent' |
+ | \\ | ||
+ | If you think your nation | ||
- | ===== Asymmetric Combat | + | ==== Asymmetric Combat ==== |
Asymmetric Combat is when one Nation attacks another without players from the other Nation being involved in the RP. This can be broad fleet combats, infiltration missions, and more. | Asymmetric Combat is when one Nation attacks another without players from the other Nation being involved in the RP. This can be broad fleet combats, infiltration missions, and more. | ||
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Two Nations can engage with each other in Asymmetric Combat at the same time. This could be as part of a larger war effort or smaller skirmishes. If players wish to engage with each other // | Two Nations can engage with each other in Asymmetric Combat at the same time. This could be as part of a larger war effort or smaller skirmishes. If players wish to engage with each other // | ||
- | ===== Symmetrical Combat | + | ==== Symmetrical Combat ==== |
Symmetrical Combat is when two groups of players wish to roleplay a conflict between themselves in a single thread. This has more potential for out-of-character player conflicts, so if you wish to proceed with this style of Combat please ensure that you're okay with things not going the way you want them to. | Symmetrical Combat is when two groups of players wish to roleplay a conflict between themselves in a single thread. This has more potential for out-of-character player conflicts, so if you wish to proceed with this style of Combat please ensure that you're okay with things not going the way you want them to. | ||
- | As two groups of players are involved, the standard way to resolve this is a [[rules: | + | As two groups of players are involved, the standard way to resolve this is to [[:rules#leave_it_up_to_fate|leave it up to fate]]. This should come in the form of a simple roll off between a designated leader of each group involved. |
Once a winner has been decided, it's time to talk about how it happens. Victory can come in many forms - a fleet retreats, a diplomatic solution is reached, and so on. Player characters on both sides can show great results, even if one side loses the conflict. | Once a winner has been decided, it's time to talk about how it happens. Victory can come in many forms - a fleet retreats, a diplomatic solution is reached, and so on. Player characters on both sides can show great results, even if one side loses the conflict. |
rules/clash_of_nations.1625171444.txt.gz · Last modified: 2021/07/01 14:30 by whisper