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DispatchBulletinPolicy

by New rodack. . 60 reads.

Ridgefield Roleplay Guidelines and Rules Revamp

Cultural Curator: New rodack


General Roleplay Guidelines and Rules Revamp

Ever since the ascension of Bretislavia's ascension to mayorhood he has promised big changes to ridgefield in order to break the monotony of Ridgefield and completely change the system. Today, I am proud to say that those changes will finally be coming into effect after almost a week of work. This revamp will fundamentally change the roleplay of Ridgefield both in character and out of it; without further ado here are the changes being made:

War Goals

1. Players must have an rp reason to go to war that is valid. This means wars justified through OOC (Out Of Character) means are invalid and wars with weak reasoning behind them (Someone insulting your leader is not a valid reason for war) are also disallowed.

Meta-Gaming

2. Players should not act from knowledge acquired through OOC means (Discord, DMs, etc.) and are encouraged to only act in accordance to their roleplay information.

Military

3. The military and how war is waged are being completely changed so as to improve roleplay and promote fairness. The details will be sent in a separate dispatch but overall every soldier will be taken into consideration during battles to add to the size of Ridgefield's roleplay.

War Exhaustion

4. A new mechanic to add depth to war is also being added, War Exhaustion. War exhaustion measures a nations willingness to continue a war down to the civilians and soldiers. It ranges from 0%-100% and fluctuates depending on battles won/lost and casualties sustained. The higher the percentage the more penalties a nation suffers in its capacity to wage war, as troops take longer to replenish and armies suffer penalties in battles as troop morale dwindles. Other factors such as blockades, scorched earth tactics, and other unconventional warfare will be taken into account in terms of war exhaustion on a case by case basis.

Revanchism

5. Revanchism is a nation's thirst for revenge after suffering a brutal defeat once a war ends. Revanchism will give bonuses to a nation who has last a war for a limited period of time, the bonuses are proportional to how damaging the treaty is in three ways: economy, military, and territory. The more devastating a treaty the higher the bonuses from Revanchism gained are; these bonuses include less war exhaustion, flat bonuses in battles, and loosened restrictions on going to war with the nation(s) that signed the treaty against them.


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