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rules:clash_of_nations

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shard
Shard NameNew Dusk Conclave
DescriptionA nation formed by those who saw the destruction of their homeworld from the Last War of Hassan, and sought to start a new life on a new world, hopefully not tied down too heavily by the acts, sins and motives of the past.
Shard Managerjack_pine
Is this an active Shard?Yes

Clash of Nations

Project Multiverse is about stories - and good stories often involve large powers fighting against each other.

We want to keep Project Multiverse a low-drama environment and encourage Nations to fight each other. The way we do this is by checking our egos at the door, embracing conflict as something we can enjoy, and protecting ourselves against the types of conflict that we don't want to engage with.

As defined in our Conflict Resolution rules, conflict requires consent.

Territories

Our universe is divided up into territories. Territories are usually systems, but may be other types of 'points of interest' as well.

All Nations are allowed up to 5 core, “Dedicated Territories”. All other territories are “Disputed Territories” that exist for the sake of inter-nation conflict.

At the end of the day, the number of territories any given Nation holds really doesn't matter beyond the stories we use them to tell.

Dedicated Territories

A Nation's Dedicated Territories cannot be attacked or claimed without explicit permission from the Nation's manager/s. So long as that Nation is actively managed, these are territories that can be held without fear of loss. They serve as a great place for a Nation to do setting development, run civilian plots, and so on.

They are not necessarily safe from attack. Pirates, mercenaries, and more can still run amuck within these territories. Anything that negatively effects a Dedicated Territory needs to be approved by the Nation's managers.

Nations can have up to five dedicated territories, including their Home System.

Disputed Territories

Disputed Territories are those systems and places that are far enough removed from a Nation's home system that they aren't guaranteed to be held.

A Nation holding a Disputed Territory is Opting-In to attacks by other Nations or plots.

The Conflict Resolution rules outline how an attack can be made. A plot should be run to reach whatever resolution the dice roll determined. Alternatively, Nation managers can simply discuss how they want things to turn out and follow that plan.

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 'allied' players seeking out objectives against other groups and Symmetrical, where two opposing sets of players write against each other.

We believe that our choices in how we develop our setting shouldn't impact our ability to participate in conflicts, so we don't look at fleet counts, ship strengths, character veterancy, etc when determining who 'wins'. Once two parties agree to a conflict, it's time to decide how to create the story.

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.

We highly recommend this approach for most conflicts between Nations or player groups. It helps to keep egos and drama out of the equation, while still driving good stories.

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 directly, that's 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.

As two groups of players are involved, the standard way to resolve this is a contested roll. This should come in the form of a simple roll off between a designated leader of each group involved. Modifiers must be agreed upon beforehand and are not necessary.

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.1625533704.txt.gz · Last modified: 2021/07/05 19:08 by whisper