The following are systems & guidelines made to direct fair roleplay. While they are not in the Rules section, they can be enforced by the Moderation team.
Table of Contents
Crime & Conflict
Large-Scale Conflict: Wars & Raids
Methods of Large-Scale Combat
I. Conflict Preparation
Part A — Interaction
- Before engaging in conflict, it is important to discuss the boundaries of both parties.
- Consent is required to engage in extremely violent or gory roleplay. **
- Sufficient roleplay must occur before engaging in conflict.
- You do not need consent to start a combat encounter. You need proper IC reasoning and must do proper RP leading up to combat. A player cannot immediately enter an encounter by beginning conflict.
- An aggressor requires consent to Standard Kill, Permanently Kill, or maim their target. An aggressor does not need consent to Standard Kill or maim their target if within a CrimeRP zone.
- Injury or harm dealt without consent to maim is assumed to be healable or reversible with medical roleplay and time and/or life magic.
- OOC spectators for conflict including Wars, Raids, PvP, CRP, or Honor Combat are not permitted unless everyone engaging in the conflict explicitly consents to it.
- You may no longer join a CRP encounter after 15 minutes have passed, after combat has begun. This still applies even if you were contacted in-character.
- If both sides consent, the CRP lock may be lifted.
- To join a CRP encounter, you must spend one emote joining, and the second fighting.
- To leave a CRP encounter, you must spend two emotes leaving the encounter unimpeded.
Part B — Mechanics
- You cannot avoid conflict by using teleportation commands, ignoring emotes, or suddenly leaving an in-progress roleplay encounter. Physical altercations cannot occur inside Primshire’s barrier.
- Attempting to take another player’s life using Minecraft’s in-game mechanics without sufficient player interaction via roleplay is not allowed— all parties must have narrative reasons to initiate combat.
- Scenarios may involve in-game mechanics with the OOC consent for the involvement of in-game mechanics.
- RP pings in discord channels may not be used to rally people to locations for combat situations.
- Nations may rally with the in-game bell system. When responding to a bell as a nation guard or militant force, you cannot join an encounter after 30 minutes of combat beginning, instead of 15 minutes.
While it is not required, it is good practice to openly discuss your character’s intent for this conflict and what they plan to do if they win. And to listen to your opponent’s intent for this conflict and what they plan to do if they win.
By setting up expectations with each other beforehand, you minimise OOC bleed and unexpected, shocking content in your roleplay!
II. Death
Part A — Death Terminology
- Standard Death — You awaken at the Primshire Boat, you are no longer apart of the roleplay encounter you died in and cannot return to your place of death.
- Standard Death represents the end of your characters involvement in a storyline. If you experience a standard death, you cannot participate in the roleplay storyline you were killed in anymore.
- You may still roleplay with the people involved in different storylines.
- If a target does not consent to Standard Kill, but otherwise would have been killed. The target can not retaliate without OOC permission from the attempting killer.
- If someone narratively chooses to spare someone's life, future retaliation remains fair game!
Standard Death, as a mechanic, exists to represent the end of a storyline’s conflict. Refusing consent to Standard Death when beaten in combat is an option offered for your own comfort. However, it still marks the end of the storyline by default, unless both parties agree to the continuation of that plotline.
- Eventline Death — You died during a lore eventline. This works the same way as a Standard Death! You have died in this storyline and cannot participate in this narrative anymore.
- A warning will be present for events and stories that have an Eventline Death.
- Permanent Death — Your character has died and can no longer be played. This is always an option players can choose. However, it is a commitment and cannot be taken back.
- Risk of Permanent Death will occur in lore opportunities that offer significant permanent power or strength.
- You have approximately one week to reverse a Permanent Death to your character that was not due to a hard-PK clause.
- When you choose to kill your character permanently, you must remove any relevant wardrobes of that character and remove the character slot.
- If you choose to have your character commit suicide, they will be permanently killed.
- Lore will state on their OOC-Guide if there is ever an exception to this rule.
- If you utilize death as a way to escape IC consequences, e.g., a sudden heart attack, /killme, then your character is permanently killed.
- If you choose to permanently kill your character in private lore, your character is permanently killed in public lore.
- Character death, particularly permanent kills, should be done with the OOC consent of all parties involved first.
- You must honor character life rules. If your character dies, pretend that your character has blacked out; they do not remember the context of their death nor any directly related events leading up to their death.
- Any items lost ICly due to CRP, PvP, or any relevant roleplay are forfeited. They may not remember how they lost their items.
- This is also widely known as Hard PK!
- When you choose to kill your character permanently, you must remove any relevant wardrobes of that character and remove the character slot.
- Another person roleplaying as a character who has suffered a Permanent Death, or wearing their skin, is prohibited and punishable.
- Some actions may automatically be considered a Permanent Death, such as the following:
- Suicide is automatically a Permanent Death.
- If you utilize death as a way to escape roleplay, e.g., a sudden heart attack, /killme, then your character is permanently killed.
- If you choose to permanently kill your character in private lore, your character is permanently killed in public lore.
- You must honor character life rules. If your character dies, pretend that your character has blacked out. They do not remember the context of their death nor any directly related events leading up to their death.
- Any items lost ICly due to CRP, PvP, or any relevant roleplay are forfeited. They may not remember how they lost their items.
- Honoring your character's life does not mean your character has to be afraid of
death. However, they may not act as if they have multiple lives.
Part B — Revival
- Revival is a canonical experience. Those who live can return to life as long as they follow an unknown entities Principles.
- You have a motivation that keeps you wanting to live.
- Characters must fear death and follow fear of life guidelines.
- This entity's tampering of a revived character is only the returnees daze.
- The deceased character will suffer from “Returnee’s Daze” for a specified amount of time described in the section with the same name. The body will wither until unrecognizable because of the magic used for revival.
- If a character respawns (anything except a Permanent Death), the corpse rots to be completely unrecognizable after an hour.
- Other players can recognize the body easily within the first 30 minutes, as long as they know the person slain.
- After 30 OOC minutes, a DC13 Intelligence check must be made to recognize the body in a state of decomposition.
- If a character does not respawn (Permanent Death), the corpse rots at standard pace.
Part C — Returnee’s Daze
Once you have been reconstructed, your mind will be dazed for a short time as you readjust to your reconstructed body. During this time, you will suffer from something referred to as *“*The Returnee’s Daze”.
This affliction manifests as overall fatigue and a weakened body, as well as a sense of confusion and disorientation. Those suffering from Returnee’s Daze will also have a hard time recalling memories; which memories they struggle with recalling is entirely up to you.
- The Returnee’s Daze renders comprehension of one's death impossible. This ailment blots out memories leading up to death.
- Upon death, you can discover that you had previously died. You cannot learn anything more than this fact.
- Learning further facts about one's demise will cause the mind to reject the information. Words become a blur, sounds suddenly mute to the ear.
- Upon death, you can discover that you had previously died. You cannot learn anything more than this fact.
- Fatigue causes an unavoidable weakness during CRP and rolls; the afflicted suffers from a -2 to all rolls.
- Upon a character’s first death, they will be affected by Returnee’s Daze for 1 OOC day.
- For every consecutive death while suffering from Returnee’s Daze, this period will extend for an OOC day.
- Upon reaching 7 days from the character's first death, this period will no longer extend and will run its course to completion.
- This daze cannot be eased nor cured; it represents the mind sorting itself.
III. Communication
Leading up to combat, either side of an impending conflict may attempt to make communication. Upon any communication attempt being made, the number of participants of the two current parties is locked in. Only reinforcements up to the maximum offset may join the conflict.
Part A — Birds
- Birds have a natural AC of 13.
- To hit a bird, you must target the bird's player. If using a melee weapon, you strike as the bird flies in close to its owner. If using a ranged weapon within range of the player, you may strike the bird before it reaches its owner, or as it flies away.
- If a bird is hit, they will return home to nurse their injuries on their own. A bird that has been hit cannot be used for 24 hours unless healed with medicine from various Primshire services. Use /consumeitem and emote to apply the medicine.
- If the bird dodges any attempt to hit them, they automatically succeed in delivering their letter.
- Sending a bird takes two (2) emotes.
- Calling the bird & writing the letter must be emoted in /rp.
- Sending the bird away, the bird flying off. Must be emoted in /shout.
- 5 minutes from the moment the final emote for a bird has been sent, an in-game DM may be sent to the target player.
- The bird is in transit during this time. Upon the recipient receiving the DM, the bird cannot be used again for 5 minutes. During this time, the bird is in transit once again and returns to its owner.
- While you have a bird currently in transit, you cannot send any more birds.
- If a nation has an Aviary, then people inside the nation can send a bird off in one emote. Must be emoted in /shout.
- Opponents still have the opportunity to try and hit the bird after this emote.
- An Aviary must be marked as an Aviary. It must be recognisable as an Aviary.
- An Aviary does not need to be lore-approved.
- You may only have one small creature labelled as your “bird” to communicate with.
Part B — Arcane Items
- Arcane items take two (2) emotes.
- One emote to attempt communication
- One emote afterwards to communicate.
- These emotes may be done in /quiet as long as the item is inconspicuous and does not require speech (e.g, signal ring) to function.
- Arcane items with limited communication such as the signal ring can only give distress signals. They cannot reveal locations or communicate with patterns such as morse code.
- If you take damage after the first emote, your communication attempt is cancelled, and you must restart the process.
- You must establish reasonable grounds via In-Character knowledge to an in-progress conflict location in order to join it.
- Strong reasoning such as a bird, or word of mouth from somebody who has valid In-Character knowledge of the conflict, is reasonable grounds to go to and join an in-progress conflict.
- Weak reasoning such as “I knew they would be in this location” or “I randomly stumbled upon them” is not reasonable grounds to go to, and join an in progress conflict.
Part C — Spying & Espionage
Base Ruleset
These rules must always be adhered too.
- Consent is not required to spy on another player.
- The target player must be informed OOCly that they are being spied on.
- Being informed in OOC channels of the spies presence and then leaving roleplay, clearly pivoting topic of discussion or other acts of a dishonest nature can be reported to moderation, and will be punished for metagaming.
Roll Ruleset
These are base rules to avoid metagaming situations; however, they can be opted out of by those who do not wish to roleplay with them. If you intend to utilize these rules, please ask other roleplay participants first!
- The target player must have the opportunity to make a contested INT saving throw against the spies DEX, to try and uncover the spies presence.
- If the spy is not uncovered, they are hidden for the remainder of the roleplay unless the spy reveals themselves.
IV. Fair Conflict
Part A — Disparity
- All conflicts should have a maximum offset of 2 players; you may have up to 2 more than, or as few as two less than, the opposing team.
- When calling for reinforcements, you are still limited to these restrictions.
- Any more than 2 players over your opponent's team will require the extra reinforcements to sit out.
- Wars and Raids are exempt.
- Once a conflict reaches eight (8) or more maximum participants, all parties involved must choose between Battleplans (CRP), PvP or Honour combat.
- This is determined by Right of Conflict rules: IV Part B - Defenders and IV Part C - Call & Response.
Part B — Defenders
- Defenders are the side of a conflict that are suddenly attacked by another person or group. Attackers are a group or person who do the following, but are not limited to;
- Provoke the other side into acting violently first through their own actions or words when the other side wouldn't have otherwise done so.
- Initiate or engage in harm or attack another person or group.
- Break the rules or laws of a nation faction, or establishment.
- Defenders get first choice of conflict type, and override above methods of choosing conflict type.
Part C — Call & Response
Large-scale entity groups cannot yet use Call & Response! Instead, they continue to use standard defender's choice rules for their conflict.
Depending on the success or failure of this ruleset's playtest, we will determine whether we write up further rules for large-scale Call & Response for entities like armies, guilds, factions and nations! Please give feedback on your experiences using this ruleset in the suggestions.
As a playtest set of rules, please act respectfully and honourably when practising these rules. Failure to do so will be punished as exploitation of the developing rules.
To ensure that there is adequate room for roleplay consequence, and response to roleplay actions, one can now take the right of choice when engaging in conflict under certain circumstances. In order to gain this right, you must first establish a Call. A call will usually occur, after an instigating encounter utilizing defenders choice happens.
The call is your own In-Character knowledge of another’s roleplay or actions. Think of this like your characters “call to action”! The Response if your characters reaction to the Call, usually in the form of instigating retaliatory conflict. During Response you have the right to choose which style of conflict (PvP, Honor or CRP/Battleplans) to engage in.
An example of a full conflict storyline utilizing both Defenders Choice and Call & Response;
• John TTRP attacks Beth TTRP on the road to the Leo Corp nation to rob them of their gold. Beth gains Defenders Choice and chooses CRP. Beth survives and flees.
• Beth decides to engage in Fear of Life RP, and expresses to her friend Luke TTRP that she is too scared to leave Leo Corp while John is out there. Luke establishes John’s attack on Beth as his call to act, and begins a response by going to engage in conflict with John.
• Luke gains the right of conflict and chooses PvP. Luke beats John in PvP, causing a Standard Death. A Standard Death ends the narrative storyline for Luke, John & Jane.
When you are fighting as a response, you do not require consent to Standard Kill the target. However, the act of killing the target automatically counts as a valid Call to other players (excluding the killed target, who cannot use their own death as a call) if you are discovered to be that target's killer.
Once a call has been concluded via a response, it is not required but highly recommended to record who completed the call and a short 2-4 sentence summary of the outcome/response! Just in case other players attempt to respond to a call that has already concluded.
They can still roleplay with the individuals involved outside of that storyline and begin new storylines with them.
- Someone who has experienced Standard Death is no longer a part of the narrative plotline and cannot return or be brought back into the story they died in.
- Nations Defenders choice (occurs by nation guard within the bounds of a nation claim) always overwrites Call & Response to ensure they can enforce Nation laws.
- A call must be built on information gained in character.
- A call does not have to be factually correct information. This is called a “False Call”.
- After a False Call and response has been carried out, the victim may establish a call themself in retaliation. Calls based on truthful events take right of conflict over a false call. This ensures that the victim of a false call always maintains right of conflict.
- While what counts as a call is open ended, clear abuse creating a call or exaggerating something into a call to action will result in Fail RP.
- If multiple people share the same call (e.g, Jerry communicates to another individual who then intends to respond a day after Jerry), the first person to establish their response and engage in conflict ends the call. A new call must be developed to establish further response.
- In rare cases, simultaneous responses may occur at the same time. If multiple parties have a different desired conflict method, all parties involved will have equal right to conflict. Therefore it is left to a 1dX roll. X represents the amount of parties in the conflict. Before rolling, determine which result represents which party.
- If multiple wish to participate in the same call together, the responding action cannot occur until the target of the response has been informed and has gathered an equal number of supporting allies.
- Plotlines that only offer CRP lore cannot use Call and Response to determine whether CRP or PvP will occur. Instead, CRP will be the default state of conflict. For example: “I have discovered an Aberrmancer’s lair. As an oathbound paladin, I must cleanse such corruption” will default in CRP.
- This redline does not apply if both parties have at least one lore piece with mechanical and/or PvP features.
- Claiming that a valid call has already been responded to when it has not, to avoid roleplay consequences, is a very serious offence and will result in severe punishment.
V. Raids
Part A — Definitions
- Raids occur when both conditions are met:
- A conflict reaches 12 or more players.
- A band of players go to a faction or nation with a set goal in mind. This goal can range from intelligence gathering to killing a target.
- A general ticket must be opened so that Moderation and/or lore team can be present for Raids.
- If using Battleplans for Wars or Raids, these large-scale conflicts are planned between both parties over multiple days.
- On each day of battle, a set of skirmishes previously planned in a war or raid ticket occur. In between these skirmishes, casual in-between-battle roleplay occurs on the battlefield.
- This can occur in war tents and makeshift camps where medical roleplay can happen to prepare a combatant for the next set of skirmishes.
- Skirmishes cannot happen without being planned between both sides.
- Moderation will oversee the communication and planning of the skirmishes between the two conflicting parties.
- You cannot raid a nation during server dead hours with no prior skirmishes planned. Both parties should plan a potential conflict together in the moderation ticket.
- Raids consist of 2 to 3 sets of skirmishes, depending on the total participant count.
- Wars alternatively consist of 3 to 5 sets of skirmishes, depending on the total participant count.
- In between sets of skirmishes, a combatant receiving medical roleplay gains the following:
- They are healed for 2d10 + 5 HP
- Their SP and AP are replenished.
- Their Potion and Scroll slots are replenished.
- If a type of raid occurring does not fit under one of the categories listed below, it defaults to the standard raid ruleset.
Part B — Assassination Raids
- Uses the standard raid ruleset.
- In addition, the raiders get the win condition; the surviving raiders gain an opportunity to confront the assassination target alongside one (1) bodyguard.
Part C — Pillaging Raids
- When raiding a group with the intent of pillaging something, each must be given two points.
- Each side of the conflict determines where there point will be, overseen for fairness by Moderation.
- The raiders point represents their escape route, they must take the goal to this location.
- The defenders point represents the Pillaging goal. The raiders must try to reach this point, and then get back to their escape route to win their skirmish.
- During pillaging raid skirmishes, Defenders can apprehend a raider with a contested strength saving throw if any of the following conditions are met:
- The raider is below half of their maximum HP.
- The raider has 0 SP, or AP.
- The raider has suffered from any of the following 3 times in the skirmish: reduced movement, Lethargy, Exhausted, Frost damage type.
- Apprehended raiders become captured by the defenders, if there is an appropriate capture structure.
- Captured raiders count as valid reasoning to conduct a future raid, in effort to free your captured comrades.
Part D — Rescue Raids
- This occurs when a raiding group attempts to save allies from a Capture Structure.
- There must be at least one person on the defender’s side with a Master Key, that bypasses all gates and traps, when defeated.
- This can either be on a person themselves or hidden with a puzzle.
- A moderator or lore member must DM this puzzle, and be told the solution/guide by the Defenders.
VI. Wars
War Rules
War may not happen until all necessary steps are followed through. Moderation requires the following steps to be taken:
- Declaration of war with a valid Casus Belli that Moderation approves.
- A grace period, known as a call-to-arms, of two weeks, during which the factions or nations involved may make proper preparations between themselves and their allies.
- Proof of any alliances and mercenaries involved must be provided to the Moderator(s) handling your ticket to prove their validity.
- Proof can be mundane things such as a signed book-and-quill, a post on the guild forum board.
- Proof of any alliances and mercenaries involved must be provided to the Moderator(s) handling your ticket to prove their validity.
- A spreadsheet of any kind detailing all individuals involved.
- This spreadsheet must include IGNs, character names, and the faction or nation they reside in.
- During this time, please refrain from changing your character's name often so that Moderation may prove the validity of playtime. If Moderation is unable to do so, we may prevent you from participating.
- This spreadsheet must include IGNs, character names, and the faction or nation they reside in.
- The planning period of the first battle then commences, and Moderation will try their absolute hardest to be as inclusive as possible for time zones; most of the time, battles may occur during the weekends.
OOC communication is crucial when it comes to wars, especially when it comes to player-to-Moderator, to ensure that the war, battles, and skirmishes that take place are as seamless as possible.
- Both parties in a war encounter must collectively decide on a time OOC to invoke the RP.
- Players require 10 hours of playtime on the server to be able to participate in a war.
- You may not have two of your own characters participate in the same war.
- Outsiders may not participate in the war unless called upon through the two-week call-to-arms period.
- OOCly watching any battles, skirmishes, or otherwise is not permitted.
- If your character dies during a battle, you are in control of whether your character passes or not. You are not forced to permanently kill your character.
- You can, however, choose to wound your character during this time.
- Characters under the age of 16 may not participate in wars.
- At any time, the attacker or defender may surrender.
Part A — Alliances & Diplomacy
Alliances and Diplomacy are essential, mainly so that Moderation may allow other factions and nations to include themselves in wars and raids should the time come. Alliances and diplomacy should only be done via roleplay interactions within TallTalesRP’s Minecraft server, and without OOC motivations.
With TallTalesRP’s faction system, you may declare diplomacy using /faction <enemy|ally|neutral> <name>. A faction or nation leader may view their diplomacy statuses with /faction diplomacy.
- Alliances
- An alliance is a documented union between two factions and nations for mutual benefit, based on an affinity in interests, nature, or qualities.
- Examples of documentation include, but are not limited to, the following: a shared Google document, a book, or a PDF.
- The documentation method used must be mutually agreed upon by both parties.
- The document must always be available for any member of the affiliated factions and nations to view at any time.
- Changes to said documented alliance pertaining to prior agreements and expectations must be mutually agreed upon, unless a qualified party is acting in bad faith for roleplay, in which OOC consent must be given and documented.
- A qualified party is any leader or head of a faction or nation that would be reasonably expected to have access to edit said documented alliance.
- Call to Arms
- The allied faction or nation must have been allied with the declaring faction or nation a month before the call to arms for aid in a war.
- The allied faction or nation may refuse the call to arms and break the terms of their alliance.
- Please note that this may lead to IC consequences.
- An alliance is a documented union between two factions and nations for mutual benefit, based on an affinity in interests, nature, or qualities.
- Diplomacy
- Diplomacy is the art and practice of conducting negotiations between representatives of factions or nations, aiming to achieve their goals through peaceful or other means.
- Meetings of diplomacy may occur in any setting in-game as long as all appropriate parties are present, and the medium of communication is mutually agreed upon by all present parties.
- Betrayal by any representative on opposing sides is allowed during a diplomatic meeting—betrayals or anything similar must follow all Crime RP rules.
Factions and nations are allowed to have allies to assist them during times of war. These are the guidelines regarding what allies are allowed to do and the regulations of diplomacy.
- Any faction or nation allied to another must be informed in character that the war is happening. This can be done via birds from leaders, higher-ranking members of the faction, or anyone else who is aware that the war is happening.
- Alliances are allowed to be broken or betrayed; however, it requires consent from the leaders of all factions and nations involved, and good, in-character reasoning. If it is going to happen during a battle, Moderation must be informed.
- Diplomacy can be conducted without Moderation present, as long as combat is not involved. If a diplomatic meeting may result in combat, please inform Moderation beforehand.
Part B — Casus Belli
The Casus Belli is by far one of the most important driving factors for the declaration of war. A Casus Belli is a serious, in-character reasoning as to why a faction or nation may wish to declare war on another.
Moderation will keep track of all past Casus Belli’s and declarations of war.
- War declarations may not be made without a sufficient narrative or player interaction.
- Declarations of war must be shown to Moderation so they may verify it before it’s published.
- The use of the same reasons is not allowed if the reason was previously used for another Casus Belli.
- Addendum, Moderation understands that Casus Belli’s may line up, e.g., one Casus Belli may be for a faction or nation raiding another, thus some cases may be a case-by-case basis.
Before war can be properly declared, Moderation will reach out to the faction or nation who war being declared on, and ask their leaders whether they’re okay with going through with a possible war.
A declaration must include the names of both factions, the reason for the declaration of war, and the date the attack will take place.
Below is the valid format that may be used to declare war. All declarations of war must include the names of both factions or nations, including their leaders’ names, a clearly defined Casus Belli, and proposed consequences for both victory and defeat.
Once filled out, please submit this to Moderation as soon as possible so we may confirm its validity and make it public. Afterwards, you may post a declaration of war in character on the guild forum board once Moderation declares its validity—the in-character declaration of war may be whatever you feel your character would reasonably say.
Only faction or nation leaders may contact Moderation in regards to declarations of war.
I, <IGN>, have read and agree to all the guidelines within S.VI. — Wars and Raids on <day month, year>.
My character, <character name>, who is the leader of <faction or nation name>, will be enacting war on <enemy faction or nation name>, whom <enemy faction or nation leader name> owns.
The reason my character, <character name>, is enacting this declaration of war on the defender, <enemy faction or nation name>, is because of the following reasons:
- Casus Belli one…
- Casus Belli two…
- And etc…
Furthermore, here are the following consequences my character, <character name>, will impose on the defender, <enemy faction or nation name>:
- Consequence one…
- Consequence two…
- And etc…
*Note: You do not need to fill out exactly two Casus Belli’s or consequences of war.
Valid Casus Belli’s
- Consistent issues between faction and nation leaders.
- Land disputes.
- Mass kidnapping of members of an affiliated faction and nation.
- Kidnapping a faction or nation leader(s).
- Evident targeting of members of an affiliate nation over an extended period that can be traced back to a specific faction and nation.
Invalid Casus Belli’s
- OOC Reasons.
- A war cannot be declared without first attempting to reconcile issues through a meeting of diplomacy.
- Minor conflicts between members who are not in a position of leadership will not warrant a declaration of war.
- Vague narrative goals without a roleplay narrative.
- Announcing a war before Moderation confirmation.
VII. Artifacts
Part A — Disputed Artifacts
- Disputed Artifacts can be damaged/disabled, or stolen. Disputed Artifacts are the only type of artifact that can be damaged and/or stolen.
- To steal a Disputed Artifact, a War must be declared.
- To damage a Disputed Artifact, a Raid must be declared.
- Whether a Disputed Artifact is being stolen or damaged, proof of adequate in-character reasoning along with in-character interaction is required so that a proper motive can be established to Raid or War for the Artifact.
Part B — Cooldowns
- Disputed Artifacts cannot be fought for until 1 OOC month after discovery, capture, or being disabled.
- If there has been a Raid or War to claim a specific Artifact, there is a 1 OOC month cooldown until another claim for the same Artifact can be made.
- Scheduling can be done before the cooldown is complete as long as the date is set after the cooldown is over.
VIII. Battleplans
Battleplans are currently an optional set of rules players may opt into using during large-scale conflict! Please give feedback on your experiences using this ruleset in suggestions.
Battleplans are a CRP combat system used for large-scale skirmishes and raids. They are a CRP option for conflicts intended to be used with eight (8) or more participants.
Part A — Planning Stage
- The first stage of a War-plan is planning. Both sides plan the War-plan together.
- During this stage, they must split the conflict participants into groups as equally as possible.
- These smaller battles, called Skirmishes, are then planned out narratively in different locations across the battlefield.
Part B — Combat Stage
The participants of each skirmish get into place and begin their battles. Each victory awards a point toward the side that won the skirmish. The side with the most points wins the battle and is victorious in that plotline!
Skirmishes do not have to happen at the same time! They can be planned across different days and times, while still narratively occurring during the same battle. Remember to record your skirmish's outcome and points to determine the overall battle's outcome!
- Participants cannot move between skirmishes or join another skirmish upon finishing their designated skirmish.
- A skirmish has a set time limit, agreed upon by all parties at the beginning of the skirmish.
- Overtime - If the time limit is reached, then the next full round becomes the overtime round. The side that has beaten the most opponents by the end of the Overtime round wins the skirmish.
- If the time limit is reached during the first turn of a round, then the current round becomes the overtime round.
- Tie Breaker - If there is an equal amount of points on both sides, A final tie-breaker skirmish may occur with the remaining survivors of the skirmishes.
- This tie breaker skirmish must be a 2v2. If either side does not have enough survivors for a final 2v2, they automatically lose the tie breaker skirmish. You cannot have more then 2v2 for the tie breaker.
Part C — Collect Ye Dead
Both sides roleplay the aftermath of battle. Medical roleplay and collecting those who were standard-killed begins; further conflict cannot occur. This point marks the end of the conflict and current roleplay plotline. Agreement must be made by both sides to continue the storyline with further action such as retaliatory future conflict.
- During wars and raids, moderation will be present and should review these agreements so they are aware and prepared to plan for the future.
- If agreements are not made during this stage, the current story will be considered completed.
Creating this opportunity for roleplay post-large-scale battle gives both sides a change to re-ground themself in the roleplay and narrative of the battle. This is useful, as CRP can often cause OOC bleed and assumed intent against conflicting parties.
XIX. PVP
If a party with the right to conflict chooses PvP, the following rules will apply to a war, raid, or conflict.
- Ender Pearls, Flint and steel, Wind charges, Golden Apples, and Minecraft potions, e.g., potion of invisibility, potion of instant regeneration, potion of healing, are banned from PvP.
- As a result of this, suspicious stew is disallowed as it allows Minecraft potion effects.
- TTRP’s custom foods and TTRP’s custom potions are allowed.
- Placing blocks is disallowed during wars and raids. This means that randomly placing water buckets, blocks, cobwebs, sweetberry bush, lava, powder snow, etc., is not allowed.
- The use of explosives is not permitted within PVP. This means no use of TNT, TNT minecarts, fireworks, etc.
- Logging off or teleporting away via /home is disallowed. Doing so will get you barred from the event.
- The only exception is if teleportation was achieved with magic; if you randomly disconnect due to internet bugs or entirely lag out, Moderation understands.
- The following are illegal items not to be used in PvP; if seen, they will be confiscated by Moderation, and you will be removed from the conflict. The use of default Minecraft potions, potion-tipped arrows not lore-approved, and default Minecraft enchanted items.
- Moderation will not give items back that you lost throughout the entirety of the encounter. Do not take anything valuable with you.
- The only exception to this rule is if you lost any items due to a bug or glitch.
- Abusing known bugs and glitches is not permitted.
- OOCly watching from the sidelines of PvP encounters as a result of wars and raids is not permitted.
- Spawn-camping is not allowed.
- When in any sort of battle, however, you may not come back after being popped—with popped meaning you could not be revived while downed in time.
Writing Credits
Primary Authors - AliferousLux
Editor & Proofreading - Lexicatter, 9claybones, darkernebulae, FenrisLoxias, ame.chyuu, ghost.exe.exe
Suggestions & Playtesting - CanIDoThings, KookieKaptain, Clay, Clocky
Utilising the foundation written by AnnaDisconnected