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Capture (Rules): Difference between revisions

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# If they can't or won't pay it, the captured player must still be released after three days.
# If they can't or won't pay it, the captured player must still be released after three days.
# This should happen in role-play unless time zones absolutely can not be arranged, in that case, the Ravencrest mailboxes and coops are the appropriate solution. Please note, the birds can only carry so much.
# This should happen in role-play unless time zones absolutely can not be arranged, in that case, the Ravencrest mailboxes and coops are the appropriate solution. Please note, the birds can only carry so much.
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;Escape, Admin Intervention, Reasonable Play
:There are going to be times when one player simply has more play time than the other, and this rule set above just isn't going to work. In those situations we have the following advice:
* ASK the other player let you go or to bubble the RP so you can keep playing and the "capture" happens "out of time synch".
* Open a moderation ticket and roll dice to escape. Basic dice rules are three consecutive rolls per hour. The first roll is a 25% chance, then a 50% and then a 75%. Include your role-play attempts and what you will be leaving behind for your captor.
* Admins may be asked if they will give you permission to escape, time bubble, or even to play OOC if you have good enough cause.
 
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Revision as of 00:02, 11 May 2023

This server allows for the intentional capture of a player unless mutually agreed otherwise. You are expected to give at least two hours of role-play with the captured player immediately. Don't Cap if you Can't do the RP. If an unexpected issue arrises you must schedule these two hours of roleplay to happen within the first 24 hours. If this can not be arranged due to time zones or scheduling conflicts, you must allow them to escape or agree to keep a clan NPC in their place.

No “capture role-play” can go beyond three days. During those three days the captured must be allowed reasonable access to the clan role-play, either by being caged in a public RP spot, given dedicated RP sessions or allowed to move around freely as a captive. Consequences are good, sitting in a cage for a week with nothing to do - is not.

At the end of three days, the “capture roleplay” must end and the captive must be able to fully re-engage in as much role-play as they wish, i.e. send them home or bring them into your clan (typically as a slave).

Note that this rule only applies ...
To two parties who aren't necessarily on page with the RP being provided. If you and your new RP partner/antagonist are having a good time and are on board with however the RP is going, it should go without saying that you should ignore this rule. This rule covers what admins will enforce and what you as players should generally expect from each other.
Ransom
It is perfectly Gorean to capture someone and demand a ransom. In fact we expect this to be a large part of the role-play starting shenanigans.
  1. If they can't or won't pay it, the captured player must still be released after three days.
  2. This should happen in role-play unless time zones absolutely can not be arranged, in that case, the Ravencrest mailboxes and coops are the appropriate solution. Please note, the birds can only carry so much.
Escape, Admin Intervention, Reasonable Play
There are going to be times when one player simply has more play time than the other, and this rule set above just isn't going to work. In those situations we have the following advice:
  • ASK the other player let you go or to bubble the RP so you can keep playing and the "capture" happens "out of time synch".
  • Open a moderation ticket and roll dice to escape. Basic dice rules are three consecutive rolls per hour. The first roll is a 25% chance, then a 50% and then a 75%. Include your role-play attempts and what you will be leaving behind for your captor.
  • Admins may be asked if they will give you permission to escape, time bubble, or even to play OOC if you have good enough cause.
See Also
  • PvP Combat (Rules) - As of Season 3 we are only a "RP before PvP" server, read the rules.
  • Capture (Rules) - You've been captured? What are your RP rights? How long can it last, how do you escape?
  • How to Capture - Capture in our game has mechanical functionality that you are expected to use, read this guide on the mechanics, how to set them up and how to use them.
  • Mechanical Death - What does it mean if you die a mechanical death, is your character dead? Do you need to recreate your character?
  • Perma-death/Maiming (Rules) - Your character can not be killed or maimed in an unplayable way without Admin agreement. See how this works.
  • Stealing (Rules) - There are limits on what you can take after PvP. Otherwise, mechnical stealing from containers is disallowed. You may role-play stealing as long as you leave a note/clue.
  • Sieging (Rules) - The storyline has developed to the point where our basic PvP Combat rules don't work? Learn how to start this process.

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Season Four
Season Four has began. We are in the process of upgrading our educational offerings, streamlining the application process, and onboarding new players. As always the wiki is a work in progress. As of Jul 9th, a significant re-organization was made.