A Guide to International Incidents
Page 1 of 1
A Guide to International Incidents
The International Incidents forum is intended for the use of posting events that directly involve many (if not all) nations, formal declarations of war and acting out said war, or any other sort of simlilar topics.
The actual process of acting out a war has yet to be absolutely defined. At this point in time it will entail mostly roleplaying the immediate events taking place, such as troops begining to march towards a city. When a point of conflict is arrived at, such as a battle or other event where different outcomes would be seen as desirebale to different individuals, the involved parties will use the dice rolling feature to determine who gets to decide the outcome. In the case of military situations, the high roll will then be subtracted from the loser's military value.
Other Roleplay rules:
1. No Godmodding! That means no creating miraculaous situations that would be otherwise seen as impossible without a proper dice roll to back it up. In terms of weapons development, it means no spontaniously having thousands of armed nukes. Complicated weapon systems need sufficient time to be developed.
2. No RPing another member's actions! You can't just say an enemy assasinated your general and you now plan to prosecute them in the international court unless they actually assasinted your general. Allow others to respond to your actions.
3. Be detailed! Besides making the experience more enjoyable, adding detail can prevent an enemy from exploiting a weakness. If you don't mention the anti-air vehicles you have, things might look pretty bad when a bomber regiment is at your door.
And other than that, just be fair and have fun. If you're beat, you're beat. So is the way of life.
I hope that with this information you can contribute well to the International Incidents forum,
Thank you for reading.
The actual process of acting out a war has yet to be absolutely defined. At this point in time it will entail mostly roleplaying the immediate events taking place, such as troops begining to march towards a city. When a point of conflict is arrived at, such as a battle or other event where different outcomes would be seen as desirebale to different individuals, the involved parties will use the dice rolling feature to determine who gets to decide the outcome. In the case of military situations, the high roll will then be subtracted from the loser's military value.
Other Roleplay rules:
1. No Godmodding! That means no creating miraculaous situations that would be otherwise seen as impossible without a proper dice roll to back it up. In terms of weapons development, it means no spontaniously having thousands of armed nukes. Complicated weapon systems need sufficient time to be developed.
2. No RPing another member's actions! You can't just say an enemy assasinated your general and you now plan to prosecute them in the international court unless they actually assasinted your general. Allow others to respond to your actions.
3. Be detailed! Besides making the experience more enjoyable, adding detail can prevent an enemy from exploiting a weakness. If you don't mention the anti-air vehicles you have, things might look pretty bad when a bomber regiment is at your door.
And other than that, just be fair and have fun. If you're beat, you're beat. So is the way of life.
I hope that with this information you can contribute well to the International Incidents forum,
Thank you for reading.
Last edited by Admin on Wed Aug 19, 2009 7:44 pm; edited 1 time in total (Reason for editing : typo)
Similar topics
» A Guide to Current Events
» A Guide to National Information
» A Guide to Economics and Trade
» A Guide to Sports and Athletics
» A Guide to National Information
» A Guide to Economics and Trade
» A Guide to Sports and Athletics
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum
|
|