Difference between revisions of "Testpage"

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* '''No player is permitted more than a single account:''' This is called 'multi-cheating' and always has resulted in permeant locks to all accounts involved.
 
* '''No player is permitted more than a single account:''' This is called 'multi-cheating' and always has resulted in permeant locks to all accounts involved.
** This includes an absolute prohibition on "account babysitting" or "co-playing". If your child/sibling/friend/etc is not old enough, or not interested enough, to play their own account entirely on their own, then they are not ready for BattleMaster yet.
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** ''This includes an absolute prohibition on "account babysitting" or "co-playing".'' If your child/sibling/friend/etc is not old enough, or not interested enough, to play their own account entirely on their own, then they are not ready for BattleMaster yet.
** While you ''can'' make a fresh account, you '''''must''''' delete the previous account first.
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** ''While you ''can'' make a fresh account, you '''''must''''' delete the previous account first.''
 
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* Strategic capital moves are prohibited. This means moving one's capital for the purpose of closer refitting times in a war. Moving a capital to a central region of the realm or for roleplay reasons (historical, realm named based on capital name, removing a rival duke's power base, keeping a rival duke close by to be watched etc.) are acceptable.
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* '''Strategic capital moves are prohibited:''' This means moving one's capital for the purpose of closer refitting times in a war. Moving a capital to a central region of the realm or for roleplay reasons (historical, realm named based on capital name, removing a rival duke's power base, keeping a rival duke close by to be watched etc.) are acceptable.
** This includes strategic secession. Creating a new realm, through secession, in order to circumvent recruiting-in-capital-only restriction is prohibited. Friendly secessions are okay.
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** ''This includes strategic secession.'' Creating a new realm, through secession, in order to circumvent recruiting-in-capital-only restriction is prohibited. Friendly secessions are okay.
 
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* Transfers of gold (not bonds) outside of cities, guildhouses, or temples is prohibited, as it would upset the balance of the game, allowing long-distance wars due to providing gold in the field. There's a reason there's a difference between gold and bonds. This includes trading unique items *specifically* to transfer gold.  
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* '''Transfers of gold (not bonds) outside of cities, guildhouses, or temples is prohibited:''' It upsets the balance of the game, allowing long-distance wars due to providing gold in the field. There's a reason there's a difference between gold and bonds. This includes trading unique items ''specifically'' to transfer gold.  
 
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* Trading items from your advy to your noble is also prohibited. The game stops you from doing it yourself for a reason. This includes passing an item to a different character as a mule between your noble character and advy character.
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* '''Trading items from your adventurer to your noble is also prohibited.''' The game stops you from doing it yourself, so do not try to "go around" this mechanic. This includes passing an item to a different player character as a mule between your noble character and adventurer character.
 
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* No placeholders. Lordships, Dukeships, and government positions are all positions of the utmost importance and not mere jobs to be shuffled around. If someone holds one of these positions, they are to be considered its rightful holder. Never appoint or elect someone purely to hold the position until "the real holder" returns. This also helps to ensure that new people get a chance to hold these positions more than once in a blue moon.
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* '''No placeholders:''' Lordships, Dukeships, and government positions are all positions of the utmost importance and not mere jobs to be shuffled around. If someone holds one of these positions, they are to be considered its rightful holder. Never appoint or elect someone purely to hold the position until "the real holder" returns. This also helps to ensure that new people get a chance to hold these positions more than once in a blue moon.
 
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* ''Exclusive OOC clans are forbidden.'' The word “clan” has a very fraught history in BattleMaster. Many groups over the years have joined with different intentions, and it is important to be able to distinguish a harmful OOC clan from a group of players that happen to know each other from outside the game.
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* '''Exclusive OOC clans are forbidden:'''
** If a group is based entirely on IC criteria, and anyone can create a character and join, it is fine.
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** The word “clan” has a very fraught history in BattleMaster. Many groups over the years have joined with different intentions, and it is important to be able to distinguish a harmful OOC clan from a group of players that happen to know each other from outside the game.
** If it is based on OOC criteria, and excludes those not in your OOC circle, that is not fine. This is true whether it is powerful enough to control a realm, religion, or other in-game structure, and exclude other players from agency within that structure, or not.
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*** If a group is based entirely on IC criteria, and anyone can create a character and join, it is fine.
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*** If it is based on OOC criteria, and excludes those not in your OOC circle, that is not fine. This is true whether it is powerful enough to control a realm, religion, or other in-game structure, and exclude other players from agency within that structure, or if it is not. Either way, there is an exclusion. BattleMaster is meant to be a game you play with everyone, not stay in the corner with just your little group and shut out everyone else.
 
** There is no problem with “playing with friends”, whether those friends were made in the game or outside, but you ''must not'' deliberately attempt to play with ''only'' those friends, especially in ways that exclude others or ruin others' fun.
 
** There is no problem with “playing with friends”, whether those friends were made in the game or outside, but you ''must not'' deliberately attempt to play with ''only'' those friends, especially in ways that exclude others or ruin others' fun.
 
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* Keep other peoples' personal information personal: If you learn private information about another player—such as their name, location, or even age—in a non-public way, that is expected to be kept confidential unless they have explicitly consented to have it shared, or they have done so themselves. Battlemaster is played over years, and people tend to make friends with each other over time. As such, some more personal information is occasionally shared to small groups. Don't share any of this sensitive information.
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* '''Keep other peoples' personal information to yourself:''' Battlemaster is played over years, and people tend to make friends with each other over time. As such, some more personal information is occasionally shared to each other, or over small groups. If you learn private information about another player such as their name, location, or age, that is expected to be kept confidential unless they have explicitly consented to have it shared, or they have done so publicly themselves.
 
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! <center><font size=4>Roleplay within the setting.</font></center>
 
! <center><font size=4>Roleplay within the setting.</font></center>
 
<center>Battlemaster is a medieval low fantasy game. Every player character is human. No, there are not guns or spaceships.</center>
 
<center>Battlemaster is a medieval low fantasy game. Every player character is human. No, there are not guns or spaceships.</center>
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* ''''' While repeated violations of the roleplaying rules are a violation of the social contract, making mistakes in roleplay is common. Honest mistakes, and learning (or re-learning!)the game are not something we plan to punish anyone for.'''''
 
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* Realm mergers are illegal. Realms may surrender to another, including annihilation of their lands, but they may not merge as equal entities on friendly terms. Realms that are too small to exist (under 20 nobles) are excepted from this rule, and may merge into another realm with prior Admin approval.
 
* Realm mergers are illegal. Realms may surrender to another, including annihilation of their lands, but they may not merge as equal entities on friendly terms. Realms that are too small to exist (under 20 nobles) are excepted from this rule, and may merge into another realm with prior Admin approval.
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* Strategic capital moves are prohibited: While this section is in the Social Contract, it bears repeating. This means moving one's capital for the purpose of closer refitting times in a war. Moving a capital to a central region of the realm or for roleplay reasons (historical, realm named based on capital name, removing a rival duke's power base, keeping a rival duke close by to be watched etc.) are acceptable.
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** This includes strategic secession. Creating a new realm, through secession, in order to circumvent recruiting-in-capital-only restriction is prohibited. Friendly secessions are okay.
  
 
*Fun is Your Responsibility: As leaders of the realm, it is your responsibility to look out for the fun of all members of your realm. Even in internal conflict, it is your responsibility to ensure that all parts of the realm are enjoying themselves. Do not actively suppress player attempts to engage one another in the interests of asserting your dominance over the realm.
 
*Fun is Your Responsibility: As leaders of the realm, it is your responsibility to look out for the fun of all members of your realm. Even in internal conflict, it is your responsibility to ensure that all parts of the realm are enjoying themselves. Do not actively suppress player attempts to engage one another in the interests of asserting your dominance over the realm.

Revision as of 01:48, 25 June 2021

The Rules

Like any game, Battlemaster has a few rules to it, mostly to keep the community from killing each other.

How it works:

There is the Social contract, and Government Rules. The Social contract is a summary of all of rules players follow, detailing acceptable behavior for a good game play envierment. It is broken into a few parts, each of which are discussed at length below the summary of each concept. The Government rules are meant for those that take a Dukeship, or a Council position (Ruler, General, Judge, Banker) in the game, and are related to certain buttons associated with those positions.

When someone breaks the rules, the Titans are called, to discuss guilt, and pass punishment on the player in question. To report potential violations, go to Messages, and on the far right there is a link to "Contact the Titans." Should you have any questions about a rule, please bring it up politely on the forum (Case Archives > Questions and Answers), on Discord (!titans <message>), or in an email to admins (mailto:community@battlemaster.org).

The Social contract

There are six tenets of the Social contract. Each point is laid out in detail below.

Government Rules

Furthermore, after the Social Contract, there are several rules that really only apply to those that have the buttons to break them. While we recommend all players read these rules, they are only relevant to those that hold the associated buttons. Dukes need to read this section as well as council members, as they have buttons that are referenced in this section.

  • Realm mergers are illegal. Realms may surrender to another, including annihilation of their lands, but they may not merge as equal entities on friendly terms. Realms that are too small to exist (under 20 nobles) are excepted from this rule, and may merge into another realm with prior Admin approval.
  • Strategic capital moves are prohibited: While this section is in the Social Contract, it bears repeating. This means moving one's capital for the purpose of closer refitting times in a war. Moving a capital to a central region of the realm or for roleplay reasons (historical, realm named based on capital name, removing a rival duke's power base, keeping a rival duke close by to be watched etc.) are acceptable.
    • This includes strategic secession. Creating a new realm, through secession, in order to circumvent recruiting-in-capital-only restriction is prohibited. Friendly secessions are okay.
  • Fun is Your Responsibility: As leaders of the realm, it is your responsibility to look out for the fun of all members of your realm. Even in internal conflict, it is your responsibility to ensure that all parts of the realm are enjoying themselves. Do not actively suppress player attempts to engage one another in the interests of asserting your dominance over the realm.
  • Try to Guide, Not Order: This is a game, not the military, even if it simulates a martial society. Try to guide people. Do not micromanage. Work with suggestions and help and leave people their autonomy. A strict hierarchy of orders and blind followers is more efficient, yes. It also causes people to lose the fun and leave the game.
  • Play Within the Game Background: You are playing a noble in a medieval feudal society. Your conduct and behaviour should fit to that background, and as a leader you should very much encourage others to follow. Most importantly, the world of BattleMaster is not a militaristic one, and blindly following orders does not befit a noble. Engage the other players instead of just passing out orders.
  • Avoid Cheaters and Abusers: Do not encourage or tolerate cheating and abuses of the game rules in your realm. If you learn of any cheating going on, immediately inform us privately. If you are certain, then report to the Titans. Dealing with cheaters and abusers is one of your responsibilities as a government member.