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RPG Rules

Posted: Sun Jan 19, 2014 5:33 pm
by Moff
Section I - General RPG Rules
1. Obey the Forum Rules at all times.
2. Gamemaster decisions are binding. If you believe the GMs to be in error, it is to be taken up with them privately via PM and in a respectful manner. The GM reserves the right to terminate the discussion at any time.
3. Keep personal dislikes out of the game. Anyone attempting to railroad out of the game another player with whom they seem to have a personal conflict can face censure, official sanctions, and even expulsion.
4. Under no circumstances may a player unilaterally kill, maim, or cripple a character belonging to another. Any attempts to force circumstances upon another player's characters to result in such an outcome can and will involve direct intervention by the Gamemasters.
5. Information in posts is not publicly available unless avenues are taken--which must be foreknown to and approved by the Gamemasters--to obtain it. That is to say, a private conversation between two characters is private, regardless of what is discussed unless bug or probe droid was planted in their location beforehand from both an in and out of character perspective. The creation of this avenue for intelligence gathering does not need to be publicly stated in an in-character post, but the Gamemasters must be notified immediately. "Remembering" planting a bug or other surveillance device in an area after the fact is not acceptable.

Section II - Applications
1. In-character posts cannot be made until the character's application is approved. Any posts made in the in-character forums with unapproved characters will be removed immediately.
2. Use the Application template and fill out all required fields. If the necessary data is not present, the administration cannot properly decide if a character meets the necessary criteria for playability.
3. You may control up to two Force Sensitive characters at a time.
4. There is no limit on the number of characters a player can control at this time.


Section III - The Asset System
1. Any manipulation of the asset system to illegitimately (by game standards) gain funds or material assets is cheating and will be dealt with harshly.
2. Planetary incomes and maintenance fees are totaled and the net total is added or subtracted from faction or organizational assets on the first of each calendar month. There can be no advancing of income nor postponement of expense.
3. For the time being, the personal and small group asset system operates on an honor system. Abuse will result in individual revocation and required maintenance of written, on-forum records to be produced at the request of the Gamemasters. The GMs advocate keeping written records to avoid mistakes, but they can be retained off-site or forums can be built, by request, to accommodate any "bookkeeping" needs.
4. Factions may not employ deficit spending; if an expenditure results in a faction having a negative cash balance, it must rectify it by the next income cycle. If the faction is unable to do so, it must sell off assets, in game, to regain solvency. A faction that cannot regain solvency after asset liquidation will be dissolved, along with any research projects in progress.


Section IV - The Battle System
1. Battle threads in GM-moderated battles are for issuing orders, local roleplay, and battle sequence results only. Any issues are to be taken up with the Gamemasters via PM. Player commentary is not permitted within the thread.
2. Turns equate to a calculable passage of time (with some variation depending upon battle conditions). Any incoming reinforcements are bound by this passage of time. This is to say, stalling will not cause the cavalry to arrive sooner in the sequence of events.
3. Do not stall in GM-moderated battles. There is no advantage to this within the bounds of the system.
4. Planetary Defenses need to be deployed prior to commencement of a battle. Generally speaking, planetary defense weapons are not mobile and cannot be redeployed.
5. The Battle System administered by the GMs is not the sole source of conflict resolution. Battles can be roleplayed between two or more consenting players, provided that all parties involved agree to the course of the battle. Once this agreement is reached, the set-up cannot be changed without unanimous group consent. To do so will be treated as cheating and dealt with accordingly.