PlaneShift Rules of Engagement
Version 1.0
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I have created this article with the purpose of creating a set of IC and OOC rules for guild war in PlaneShift.
Prior to engaging in Guild Wars, both sides (and any allies joining into the conflict) can agree to these rules,
and inform a Game Master of the conflict and request moderation as per the rules stated.
Section One: Out of Character Rules of Engagement.
I: No player involved in the Guild War on either side can engage in OOC activities that are included in the following:a) Insulting a player on the opposite side. Players are to retain an OOCly civil experience from the beginning of the conflict to the end, in accordance with PlaneShift's OOC policies. Failure to comply with this will result in action by Game Masters according to PlaneShift's player rules and policies.
b) No OOCly harassing players on the other side to fight you, such as sending tells repetitively asking a player to meet you at a location for a fight.
II: Any player in any guild on either side should have the following rights:a) Players should be allowed to back out of the war without having to leave their guild. To facilitate this, the fighting guilds should set up an OOC forum thread listing those who don't wish to partake. ICly, these characters could be referred to as civilian members of the guild. Some occasions may call for this rule to be ignored (underground mafia style conflicts and the like). In that case both sides should agree to that beforehand.
b) Guilds not involved in the conflict should be allowed to join in alliance to assist any side they see as fitting. However, the alliance they are joinging should give two hours notice before allowing them to join. This allows the other alliance to prepare OOCly.
c) One or two peace zones (perhaps cities or designated areas) should be OOCly and ICly agreed upon as peace zones. Peace can be enforced OOCly and ICly in the area by a non-combatant guild.
III: Rules pertaining to retaining a role-play atmosphere at war.a) There should be at least token amounts of roleplay in each conflict. Players on both sides should use /shouts and the like to initiate skirmishes and battles. OOCly, both sides could agree to deeper roleplay involving larger scale armed clashes at times of peak online activity, peacekeeping zones, and other realistic wartime actions.
b) One or more "objectives" for each side should be created to give the war a purpose. Care should be taken to ensure that these are balanced fairly.
Section Two: In Character Rules of Engagement.
I: Who can and cannot be attacked.a) Anyone classed as a 'civilian' on the forum thread cannot be attacked unless they attack a combatant or attempt to prevent a combatant from attacking another combatant [civilian shielding will only result in your own death, in other words].
b) Anyone who is unarmed and unprepared, such as wearing no armour, bearing no weapons, and not attempting to use magic, should not be attacked. [This is an honor rule, it is optional according to the type of conflict and guilds involved.]
c) The war does not extend to the Realm of Dakkru, and no one under Dakkru's Curse can be attacked. [Optional, but ensures fairer play. In return, death should be realistically roleplayed.]
d) All combatants and civilians should wear their guild crest and name on their person on a visible part of their body. [Put it in your description, so that people can RP identifying you as a combatant/civilian quickly.]
e) Civilians deemed to be carrying supplies for their alliance may have the supplies acquisitioned. However no harm can come to the civilian if he hands over his goods. Ransom of civilians is strictly forbidden. [OOCly civilians performing supply runs have an obligation to be truthful about supply run activity and exactly what they're taking.]
f) Combatants captured during a conflict can be ransomed. [This would require OOC organisation.]
II: Home Territories.a) All partaking guilds have a right to claim a portion of the area around their guildhouse, appropriate to the size and strength of their guild, and agreed upon by the leaders of both alliances prior, as their "Home Territory". Any opposing guild member, civilian or combatant, that enters this area can be killed for espionage [roleplaying discovery of allegiance is vital in this case].
b) No member of a partaking guild may enter an opponents guild house for the duration of the declared conflict, unless taken there for ransom.
--End of Rules--
Please add to this thread by giving more ideas for clauses and sections for this agreement. The purpose of this agreement is to ensure an enjoyable war roleplay for both sides, using PlaneShift's war and combat mechanics.