Post by thelegoroleplayer on Oct 15, 2022 6:53:45 GMT -6
To summary the jargon below, play fairly and be respectful. Give everyone a reasonable chance to respond, don't spam with posts, moves, or whatever.
General guidelines of play and behavior, site rules and policies still apply.
1. Please keep all interactions in the roleplay in character (IC). If you need to discuss something with another player, please do so in the RP Discussion topic. Quick Out of Character (OOC) discussions for clarifications are perfectly fine within the roleplay.
2. This is a turn-based roleplay. You must wait for the other player to respond to your post first before moving on*. If the interaction is between a group of three or more players, please be patient and wait to ensure all the players had a chance to respond and interact before continuing. Discuss with those other players outside in the RP Discussion topic for such matters in large groups.
*Please check with the other player for their status if they have not replied in three days. If the other player does not respond to your RP post within a week, nor to your third day check, and has given no notice for being absent, you may proceed.
3. Moves: Players are limited to three moves per character/unit per turn.
A move is defined as an action performed by a character. In this roleplay, there are four different types of actions: Attack, Counter/Defense/Dodge, Movement, and Construction/Research. If your character's actions do not fall into any of these categories, then it is not considered to be a move and does not count as such.
Attack Move: This is any and all actions that involve attacking or intending to kill, harm, and/or damage another character, item, building, and/or location. Actions that would lead up to an attack, such as charging up energy for a powerful blast, counts as an attack move. A counter-attack, depending on how it is performed, may count as two moves (first Defense, then Attack).
Defense Move: A defense move is any and all actions taken by the character to protect themselves from harm. This can range from blocking, to dodging, to countering, to various other methods. A defense move that fails to properly, or fully, protect the character does not grant the player to another move. Tanking a hit will count as a move, unless the damage/attacking move would otherwise be considered harmless or minuscule.
Movement Move: Movement actions are moves that have character performing travel. Examples would include entering an area, heading towards a battle and/or person to save them, fleeing battles, leaving a location, etc. Positioning characters and items counts as a move in this category.
Construction Move: Any actions taken by a character that results in the craft of an item, building, vehicle, weapon, etc. counts as a construction move. Researching, scouting, and observation also count as a move. Unlike the other Move types, this is the only one with a more defined success rate. Building/Crafting speeds will vary depending on character/faction's abilities, knowledge, and available resources, but the standard default rate is 20% completion per post every 24 hours. Note that this 20% rate only applies if all three Moves are dedicated to the construction. Construction can be disrupted, as with all other moves, and lose progress.
3.1 Moves that result in one-move/first-post defeats are not accepted in character battles. Similarly, this applies to armies as well, but armies can take significant losses.
3.2 Auto-hitting moves are prohibited. If a user makes what appears to be an auto-hit move, it may be that they’re just describing what will happen if your character takes the hit. If your character can avoid it, you do not have to accept the hit and can dodge.
3.3 Moves that cannot be countered or defended against are, in general, illegal. However, if the character is cornered, trapped, or in some way in a position where there is no way to avoid an attack that usually could be avoided in better circumstances, then it is acceptable.
3.4 All moves must be specific and clear as to what they’re doing and how it’s being done. If the move is left vague, then it is up to the replying user’s interpretation.
4. Avoiding Defeat:
Players are not allowed to avoid their character’s defeat by means of teleportation, warping, portals, dimensional rifts, magic, time travel, or anything else that somehow allows them to avoid defeat by cheap means. The only instances where teleportation and the other options listed would be accepted are as follows:
• Can be countered/avoid by another means the character possesses.
• The damage that would be received is insignificant or would not build up to defeat.
5. Death may be permanent. Your characters can, and will, die in this roleplay. That said, if you wish for your character to not die, please discuss it with me and/or the other player(s) first outside of the RP. They are not required to perform the request and can still kill your character. If it is determined that a player has gone out of their way to kill a certain player's character, or to ruin the fun of the RP as a whole, those deaths will be reversed and the player will be dealt with.
General guidelines of play and behavior, site rules and policies still apply.
1. Please keep all interactions in the roleplay in character (IC). If you need to discuss something with another player, please do so in the RP Discussion topic. Quick Out of Character (OOC) discussions for clarifications are perfectly fine within the roleplay.
2. This is a turn-based roleplay. You must wait for the other player to respond to your post first before moving on*. If the interaction is between a group of three or more players, please be patient and wait to ensure all the players had a chance to respond and interact before continuing. Discuss with those other players outside in the RP Discussion topic for such matters in large groups.
*Please check with the other player for their status if they have not replied in three days. If the other player does not respond to your RP post within a week, nor to your third day check, and has given no notice for being absent, you may proceed.
3. Moves: Players are limited to three moves per character/unit per turn.
A move is defined as an action performed by a character. In this roleplay, there are four different types of actions: Attack, Counter/Defense/Dodge, Movement, and Construction/Research. If your character's actions do not fall into any of these categories, then it is not considered to be a move and does not count as such.
Attack Move: This is any and all actions that involve attacking or intending to kill, harm, and/or damage another character, item, building, and/or location. Actions that would lead up to an attack, such as charging up energy for a powerful blast, counts as an attack move. A counter-attack, depending on how it is performed, may count as two moves (first Defense, then Attack).
Defense Move: A defense move is any and all actions taken by the character to protect themselves from harm. This can range from blocking, to dodging, to countering, to various other methods. A defense move that fails to properly, or fully, protect the character does not grant the player to another move. Tanking a hit will count as a move, unless the damage/attacking move would otherwise be considered harmless or minuscule.
Movement Move: Movement actions are moves that have character performing travel. Examples would include entering an area, heading towards a battle and/or person to save them, fleeing battles, leaving a location, etc. Positioning characters and items counts as a move in this category.
Construction Move: Any actions taken by a character that results in the craft of an item, building, vehicle, weapon, etc. counts as a construction move. Researching, scouting, and observation also count as a move. Unlike the other Move types, this is the only one with a more defined success rate. Building/Crafting speeds will vary depending on character/faction's abilities, knowledge, and available resources, but the standard default rate is 20% completion per post every 24 hours. Note that this 20% rate only applies if all three Moves are dedicated to the construction. Construction can be disrupted, as with all other moves, and lose progress.
3.1 Moves that result in one-move/first-post defeats are not accepted in character battles. Similarly, this applies to armies as well, but armies can take significant losses.
3.2 Auto-hitting moves are prohibited. If a user makes what appears to be an auto-hit move, it may be that they’re just describing what will happen if your character takes the hit. If your character can avoid it, you do not have to accept the hit and can dodge.
3.3 Moves that cannot be countered or defended against are, in general, illegal. However, if the character is cornered, trapped, or in some way in a position where there is no way to avoid an attack that usually could be avoided in better circumstances, then it is acceptable.
3.4 All moves must be specific and clear as to what they’re doing and how it’s being done. If the move is left vague, then it is up to the replying user’s interpretation.
4. Avoiding Defeat:
Players are not allowed to avoid their character’s defeat by means of teleportation, warping, portals, dimensional rifts, magic, time travel, or anything else that somehow allows them to avoid defeat by cheap means. The only instances where teleportation and the other options listed would be accepted are as follows:
• Can be countered/avoid by another means the character possesses.
• The damage that would be received is insignificant or would not build up to defeat.
5. Death may be permanent. Your characters can, and will, die in this roleplay. That said, if you wish for your character to not die, please discuss it with me and/or the other player(s) first outside of the RP. They are not required to perform the request and can still kill your character. If it is determined that a player has gone out of their way to kill a certain player's character, or to ruin the fun of the RP as a whole, those deaths will be reversed and the player will be dealt with.