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Role-Play Ruleset
Topic Started: May 31 2016, 09:52 AM (32 Views)
Keelan
Administrator

PSA: These rules apply to all members of the Role-Play, regardless of their character, their standing within the Role-Play (i.e; Staff Member) etc. If at any point you see a member of the Role-Play impede the rules listed below, please do not hesitate to make a topic in the "Court House" section of the Out of Character Zone, but you must provide a screenshot, which highlights the rule being broken, else there is not a lot the Staff Team can do if it is your word against theirs.

Table of Contents:
  • Section I: General Roleplay Information
    • I.i: Role-Play Type
    • I.ii: Role-Play Setting
    • I.iii: Client and Forum Relevance
    • I.iv: Character Deaths
    • I.v: Realism
  • Section II: In-Character Rules
    • II.i: IC and OOC
    • II.ii: Voiding
    • II.iii: Godmod and Metagaming
    • II.iv: Role-Play Restrictions and Boundaries

Section I: General Roleplay Information
 
I.i: Role-Play Type
  • This Role-Play is primarily and thus is defaulted to, Emote Role-Play. Because of this, scenes are based upon a turn-based style of Role-Play, to ensure that the role-play itself remains immersive and fair, as scenes are not decided upon who has the highest score on typeracer. Realism heavily influences Emote Role-Play, and so you should act appropriately when in combat. Losing a fight, or having to back out of a fight as your character is not able to defeat someone, is not a reflection of you as a Roleplayer, so don't be afraid to take hits and lose a fight or two. Be smart, and be sensible, Emote is all about Role-Play being fair, if you feel that someone is consistently being unrealistic in both their and their character's actions, please feel free to bring it to the attention of a member of Staff.
How to Emote


I.ii: Role-Play Setting
  • This Assassin's Creed Roleplay is set in 19th Century Italy, during the Napoleonic Invasion. Pope Pius VII is soon to be exiled to Savona, meanwhile Napoleon is making plans to have the Papal States' art collections to the Louvre in France. It is up to the Assassins of Rome to prevent the exiling of the Catholic Pope, and subdue Napoleon in his attempts to "claim" the Papal States' art, whilst the Knights Templar (Napoleon's forces) work tirelessly in laying waste to the city's Papal loyalists, bringing suffering to the people of Rome who dare testify against Napoleon.

I.iii: Client and Forum Relevance
  • Traditional to the way of client-forum role-play groups, role-play that is performed on both the client and the forums will contribute to the city. For example, any political movements that happen on the forums will effect the controlling power on the client also. The forums are an excellent way to expand your knowledge of the city and will be able to inform you of important upcoming IC and OOC events.

I.iv: Character Deaths
  • Throughout this Role-Play, there is a fairly strict policy in place that all character deaths will be permanent, this is to ensure that members have a chance to experience several factions, and sub-factions, to keep the Role-Play feeling fresh. Once your character is dead, you will not be able to Role-Play that character again, unless it is through some other medium, such as a vision or a dream. However, if a death is disputed, then contact a member of the Staff Team with your arguments as to why the death should be null or why it should not be null.

I.v: Realism
  • As this is a defaulted Emote Role-Play, realism is something that is incredibly important to the overall success of the use of Emote and thus is expected from all those participating in the Role-Play. This Role-Play is one in which you can create a balanced and fair character, and from there develop and improve your character as time goes on, enabling them to become more and more talented as they progress during their time in their respective area. This is to ensure that whilst everyone starts near enough on a level playing-field, your character can go on to become whatever you want them to within reason, and defeat anybody you want them to, again, within reason. Listed below are a few sub-sections of realism that are vital to the fairness of the Role-Play.

  • Combat
    • Damage:
      • Damage is the inevitable product of any and all conflict, something which is incredibly prevalent in this Role-Play. No matter if you are a Templar Grand Master, an Assassin's Apprentice or a Tailor, you will take damage at some point during conflict. It isn't unusual for a Templar Grand Master to be outwitted or outfoxed by a Creed Leader, nor is it unusual for an Assassin to be overpowered by someone with brute strength as their ally. It is for these reasons, that when in combat, everyone is expected to take some form of damage at some point whilst engaged in combat. Try to be as fair as you can when analyzing whether or not your character is capable of dodging or defending against certain attacks, being wary of how the other player described their character's attack.

    • Fatigue:
      • Fatigue is a major aspect of any physical exertion, especially combat. In this era, most if not all combat is conducted from a Close-Quarters perspective, so therefore each and every battle contains lots of physical maneuvering, as opposed to trench warfare, where you are expected to sit in said trench for days and weeks on end. It is because of this, that fatigue must be accounted for when you are engaging in combat, the more experienced your character is, the less susceptible they will be to succumbing to fatigue, as they are more accustomed to the exertion.
    • Skill:
      • Last but by no means least, skill is the final aspect of combat that must be accounted for, and is pivotal in the success or failure of your character whilst in combat. Naturally, the more experienced an Assassin or Templar your character is, the more skill they are likely to have, however, it must be said that even the lowest echelon in the Templar Order, equates to the third tier in the hierarchy of the Assassins. However, that is not to say that all Templars are more skillful than Assassins, it is merely that the "training period" for the Templars is longer, and thus they are without rank until they reach this tier. It will be shown clearly in your character's statistics how skillful your character is in each level, and thus as simple as it seems, a higher stat, means your character is more proficient in that area than the other person's, and vice versa. If you have Level 3 Strength, you will be stronger than someone with Level 2 Strength, and so on.

  • Character-Based Realism

    • Age:
      • Age is a major factor that will contribute towards realism when you are portraying your character. Though you may have the means or plans to do something, you may very well be restricted by your age. As there is no real statistical evidence produced in the Assassin's Creed Canon for typical IQ levels for the likes for small children, it has been linked to the real world we live in out-of-character. In this sense, somebody who (for example) is six years old will not be able to think logically and will be easily distracted. They will not have learnt exotic words and terminology/jargon (unless from a upper-class background) and will not be able to overpower those older than them. They will also not be very tall which may also restrict their movement. On the opposite end of the spectrum, somebody who is potentially 80 years old - though wise - will have brittle and weak bones, making them very slow and frail. They may also have severe muscle deficiency and so may not be able to strike as powerfully or strike at all. Age is important to remember and consider when focusing on realism, as they will effect you as your character progresses.

    • Rank:
      • Similar to the "skill" section under combat, your rank will also determine the conditions of your role-play. As a low rank, you will not have yet covered the wider aspects of the faction and therefore will not stand much of a chance against somebody who has. If you are part of an order, such as the Templars, who ensure that you respect your superiors, then you must obey them. The rank you are will determine how 'free' your character is to unlocking their full potential.

    • Physical Traits:
      • Naturally, if your character is 6'10, they will not be as agile as somebody else's character who is 5'11, furthermore, the more muscular someone is, the higher their level of strength will be, albeit at the cost of mobility and speed. Although on the same count, the taller a character is, the less balance they will have, meaning they will be less stable on their feet as some other characters that they may come across, be sure to incorporate these ideas into your character "build", in order to create a balanced character that does not have any glaringly obvious weaknesses or faults.

Section II: In-Character Rules
 
II.i: IC and OOC

  • "In-Character" (or "IC" for short) is the state at which you are taking on the persona of your character and are open to scenes involving the character you have chosen to be IC as. During this period, you may be approached, attacked, or referred to by any character that is also IC. When you decide to go IC on the client, you must state the words "*IC*" or similar to indicate that you have switched to "In-Character" mode. This will be the case until you state that you are out-of-character. When performing actions, you must wrap your text within an asterisk (*) or a hyphen (-). Below are examples of how to use these:

Quote:
 
*I begin to walk over to the chair.*
-I begin to walk over to the chair.-
  • "Out-of-Character" (or "OOC" for short) is the state at which you are not taking on the persona of your character, and are portraying your real-world self. During this state, you may not interact on behalf of your character, or with any other In-Character entities. By default upon entering a room, you will be "OOC" unless you state otherwise previously. If you are In-Character and wish to switch to Out-of-Character mode, you must state "*OOC*" or similar clearly in the chat. If you are to speak in the client whilst OOC when others present are IC, you must use the square bracket symbols ( [ and ] ) to wrap your text. This is the universal symbol for out-of-character speech. You may use it in the following ways below:

Quote:
 
[ I am speaking OOC. ]
I am speaking OOC. []
[] I am speaking OOC.
  • Please note that you may not state "OOC" during combat, half-way through a scene (unless real world events cause you to do so) or during an important event.


II.ii: Voiding
  • "Voiding" is a common term used in role-plays to describe the action of removing an entity from existence. In order to void a scene, character, event or other, all participants must agree to a void. When an entity is voided, all ties to this entity, including any events that have been caused by this entity, will also be voided. As this is potentially game-changing, a massive void (such as a war, character, or event void) must be debated by the community in the OOC debates and polls board. The act of voiding is only something that should be considered if there is evidence to suggest that there has been a long outstanding problem with rule breaking, invalid or unlawfully obtained powers, or because the entity itself did not contribute to the universe in any way. Voiding is not allowed for OOC reasons, such as personal vendettas or spite.


II.iii: Godmod and Metagaming
  • "Godmod" and "metagaming" are common terms used in role-plays to describe the event of having an unfair advantage due to rule breaking or invalid/questionable methods. For something to be "godmod" (also known as godmodded and godmodding) it has to fall outside of the rules and codes of coduct of the role-play. For example, giving your character eccentric powers due to their "family" or "because I'm old IC" is a form of godmod. Godmodding is not allowed in this role-play and must be brought to the attention of the community by posting any evidence in the polls and debates section on the forums.

  • "Metagaming" is slightly different in the sense that the person(s) involved mix both OOC and IC knowledge to conclude an event. For example, if you were to walk in to a room OOC, read what is happening in a scene with IC people, and then later referred to what you saw IC, or to plot your next move IC, with the OOC information then this would be classed as metagaming. Metagaming is a banned feature and, like godmodding, must be brought to the attention of the community by posting any evidence in the polls and debates section on the forums. It is important to note that mixing IC and OOC relationships (such as OOC hate towards a person affecting your view of said person IC) is also categorised as metagame and is not acceptable.


II.iv: Role-Play Restrictions and Boundaries
  • As our role-play is emote-based, we do not require to have any reason to have content-styled combat rules. However, we do limit ourselves with a minimum word count for lines, and minimum number of lines for specific events.
  • There must be at least five words per-line for your line to be classed as acceptable. This does not count if there is an excessive amount of "filler", which are words that do not contribute to the role-play other than adding extra words to meet the word count. For example; "here", "now", "as I", and many more. Fillers are typically appended to begginning/end of lines, please be mindful to spot them.

Edited by Keelan, May 31 2016, 07:58 PM.
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