http://hollowworld.co.uk/threads/proposal-war-guidelines.38025/
We're using Rygan's war guidelines as the basic guidlines for the war. Things that fall outside of what's detailed in the war guidelines are to be discussed and agreed upon by Cap and I beforehand (such as sneak attacks, exceptions for the rules, new rules, or what have you).
The intention for this war is to make it basically a (small) server campaign, where everyone has a chance to get involved, and making some fun roleplay. There is 1 house rule so far:
Temp characters (that is, characters specifically made for just that one instance - like a siege) have to be equal on each side. If one side gets 10 volunteers, and the other only gets 8, then each side can only have 8 temps. However, main characters and alts are still allowed to join, switch sides, etc at their leisure - they just consent to the appropriate repercussions in doing so. Players are only allowed 1 character in the conflict, and if they have characters on both sides, they must pick which one they are going to play for the duration of the war. Outside of involvement in the war, they can play their characters normally, but it is presumed that the characters not being played for the war are engaged in non-essential tasks.
Update: Supply lines, unless planned otherwise, are assumed to be unguarded and merely the peasantry NPCs of a faction moving supplies to and fro. As a result, when they are raided, it is peasant temps that are played by the other side and are slaughtered or captured by the raiders. This is the same for garrisons. In regions that do not explicitedly have a garrison, the other side are allowed to play temp characters inside for the defense. They are peasants, untrained militiamen, and a poorly basic garrison left by the defense.
---
Travel distance rules are as follows:
In the case of a normal march: For every one thousand blocks between the starting point and the end point of the march, it takes one day OOC to travel the distance. Each thousand blocks travelled as such means moving the war camp one "notch" forward, and roleplaying there as normal.
In the case of a forced march: For every two thousand blocks between the starting point and end point of the march, it takes one day OOC to travel the distance. Each two blocks travelled as such means moving the war camp one "notch" forward, and roleplaying there as normal.
In the case of ship travel: For every three thousand blocks between the starting point and end point (you cannot draw a straight line, it has to be in a body of water, for obvious reason) it takes one day OOC to travel the distance. Each three thousand blocks travelled as such means moving the fleet one "notch" forward, and roleplaying there as normal.
An example of a marching line.
---
Rules for attrition are as follows:
In the event of supply lines being attacked, the raiders doing so cannot participate in a skirmish, main battle, siege, or assault for one day afterward to simulate their travel back to the point of origin for their raid.
Combatants who have been out of supply for 3 OOC days take a -3 for every single roll, and another -1 for every day afterward they still lack supplies. On OOC day 6 of having no supply, they must begin rolling for death. It is a straight d20, rolling a 3 or below constitutes starving to death. This roll must be made once every OOC day they remain out of supply. The penalty for rolls continues to increase even after day 6, capping out at a maximum penalty of 10 at day 10 of having no supplies.
Forced marches immediately result in a penalty of -4 to every roll, after one OOC day of a forced march. This penalty ends after one OOC day of resting on the part of the combatants.
---
Ship warfare:
Ships are emoted by the captains, but must have a reasonable amount of people onboard, as judged by the war coordinator/main DM (Lannis). These people are vulnerable to attack, and are assumed to fulfill the captain's orders as demanded. If the captain says someone is manning cannons, and the cannons are shot by the enemy ship, then the player there may die.
We're using Rygan's war guidelines as the basic guidlines for the war. Things that fall outside of what's detailed in the war guidelines are to be discussed and agreed upon by Cap and I beforehand (such as sneak attacks, exceptions for the rules, new rules, or what have you).
The intention for this war is to make it basically a (small) server campaign, where everyone has a chance to get involved, and making some fun roleplay. There is 1 house rule so far:
Temp characters (that is, characters specifically made for just that one instance - like a siege) have to be equal on each side. If one side gets 10 volunteers, and the other only gets 8, then each side can only have 8 temps. However, main characters and alts are still allowed to join, switch sides, etc at their leisure - they just consent to the appropriate repercussions in doing so. Players are only allowed 1 character in the conflict, and if they have characters on both sides, they must pick which one they are going to play for the duration of the war. Outside of involvement in the war, they can play their characters normally, but it is presumed that the characters not being played for the war are engaged in non-essential tasks.
Update: Supply lines, unless planned otherwise, are assumed to be unguarded and merely the peasantry NPCs of a faction moving supplies to and fro. As a result, when they are raided, it is peasant temps that are played by the other side and are slaughtered or captured by the raiders. This is the same for garrisons. In regions that do not explicitedly have a garrison, the other side are allowed to play temp characters inside for the defense. They are peasants, untrained militiamen, and a poorly basic garrison left by the defense.
---
Travel distance rules are as follows:
In the case of a normal march: For every one thousand blocks between the starting point and the end point of the march, it takes one day OOC to travel the distance. Each thousand blocks travelled as such means moving the war camp one "notch" forward, and roleplaying there as normal.
In the case of a forced march: For every two thousand blocks between the starting point and end point of the march, it takes one day OOC to travel the distance. Each two blocks travelled as such means moving the war camp one "notch" forward, and roleplaying there as normal.
In the case of ship travel: For every three thousand blocks between the starting point and end point (you cannot draw a straight line, it has to be in a body of water, for obvious reason) it takes one day OOC to travel the distance. Each three thousand blocks travelled as such means moving the fleet one "notch" forward, and roleplaying there as normal.
An example of a marching line.
---
Rules for attrition are as follows:
In the event of supply lines being attacked, the raiders doing so cannot participate in a skirmish, main battle, siege, or assault for one day afterward to simulate their travel back to the point of origin for their raid.
Combatants who have been out of supply for 3 OOC days take a -3 for every single roll, and another -1 for every day afterward they still lack supplies. On OOC day 6 of having no supply, they must begin rolling for death. It is a straight d20, rolling a 3 or below constitutes starving to death. This roll must be made once every OOC day they remain out of supply. The penalty for rolls continues to increase even after day 6, capping out at a maximum penalty of 10 at day 10 of having no supplies.
Forced marches immediately result in a penalty of -4 to every roll, after one OOC day of a forced march. This penalty ends after one OOC day of resting on the part of the combatants.
---
Ship warfare:
Ships are emoted by the captains, but must have a reasonable amount of people onboard, as judged by the war coordinator/main DM (Lannis). These people are vulnerable to attack, and are assumed to fulfill the captain's orders as demanded. If the captain says someone is manning cannons, and the cannons are shot by the enemy ship, then the player there may die.
Last edited: