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Swords Of Light Fourm

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pandamonium2008

pandamonium2008


Posts : 1
Join date : 2012-03-30
Age : 25
Location : A pocket-space somewhere out there....

Character sheet
Name: Vol'dannan Darcanith
Weapon of Choice: Storm magic!
Appearance/Armor: A tall, undead mage wearing black, hooded robes and a dark grey breastplate.

Roleplay Rules Empty
PostSubject: Roleplay Rules   Roleplay Rules EmptyFri Mar 30, 2012 3:57 am

I'm sure most of you know the regular rules that LEGO forces upon its roleplayers. Some of those rules need to be changed, both because of our needs here and because some are boring. We are also incorporating a simplistic BIM system in, just to test things out. If it doesn't work, it will be removed.

1. Play fair. No need to play crazyguy65-fair. That would be asking to lose a fight. Play DarthDoom fair. Yeah, now you are getting the picture. But also accept defeat. If you've lost, don't try to drag it out, just accept it. I know, it takes an awful lot of restraint, but it will make this place better in the long run.

2. No swearing. If this isn't obvious, you need to check your upbringing.

3. Don't engage in hate wars. We're all in the same team. Take defeat graciously. Don't hate people. As long as you are roleplaying your character, you can throw out insults. Just don't let things zoom out of control.

4. Only join one HQ. I know, I know, it sounds strict. But, knowing us, we're going to have a lot of backstabbing. No need to end up fighting members of a HQ you joined.

5. This is intended to be more of a fantasy roleplay. No death lasers and spaceships, please.

6. Magic is legal.

Now, the simplistic BIM rules. Let me try to explain...

Alright, so we're adding in a monetary system and a way to limit units. There should be three factions; the tyrannical loyalists, the rebellious republic, and the powerful aristocratic family Darcanith. If you have any questions about the factions, check the backstory. Anyhow, each one has different perks. The loyalists can build castles in three days, and their castles produce gargoyles, one each day. Gargoyles are bound to their castle, and cannot attack. The rebellion has a +100 unit cap, and get an extra half a unit per camp per day (not counting the mages, where they get an extra unit a week). They have excessively overpowered cavalry unit called a dragoon, which can somehow dodge magic. That includes lightning. Anyhow, the family Darcanith gets an extra 100 gold a week. Their special unit is the dark mage. The dark mage is a mage whose only spell is magic missile, but who can "cloak" themselves in shadow or at night, making them all but invisible.
Now, each faction starts out with 600 gold, and gets 300 gold a week. Obviously, family Darcanith gets 400 gold a week.
The unit cap for each faction is 500, with the exception of the Rebellion, whose unit cap is 600.
Now, on to units. You get units by purchasing "camps". These camps are instantly set up, and ready to begin production. There are several types of camps; Infantry (Swordsmen and spearmen), cavalry, archer, mage, and special unit. Infantry and archer camps give you ten units a day. Cavalry camps give you five units a day, and mage camps give you ten units a week.
Special camps are different. The rebellion gets five dragoons a day, House Darcanith three dark mages, and gargoyles are spawned from castles, one a day.
Castles take a week to build, by the way.
There is another type of "camp", a Siege Workshop. Once purchased, it takes a week to be set up. After it is completed, it can produce one siege weapon every three days. At the beginning of the three-day cycle, you must specify what you want to build: a balista, a catapult (trebutchet or regular), or a siege tower.
Now, all of this gold is stored in a vault. The primary reason to attack each other is to get inside this vault! The amount of loot you get is also the percentage of your soldiers you sent out to attack with. At the start of a raid, you do two things; declare how many troops you are attacking with, and of what sort. The battle then commences. If the attacker wins, then they get a percentage of money equal to the number of soldiers they sent. So, if you send half your soldiers, you get half the loot. Send all of 'em, and you get it all. Do understand that sending all of your units will likely get a lot of them killed, and even if you do have all the other guy's money, there's always a third faction at full power ready to take it.


Now, this looks overwhelming at first, but it's not too bad, really. Once a week, all the heirs should post their troop count, amount and type of camps currently owned, and gold stores at their headquarters. If this is done, the rest becomes simple.


Last edited by pandamonium2008 on Mon Jul 29, 2013 1:05 pm; edited 12 times in total (Reason for editing : Update.)
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