The Lost Islands
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DISCUSSION CONCLUSION & PROPOSED RULE CHANGES

Hi all! Apologies for the delay in getting this up. Following our recent player discussion, we have come up with some proposed rule changes that we would like you to look over. This took a lot of thought and discussion, especially since we received some conflicting feedback, and though we know we can't please everyone simultaneously, we did our best to consider all your responses fairly and to find the solutions that would work best for the game and the majority of players. Some of your suggestions we liked but haven't mentioned here, as we've either reserved them for part 2 of the discussion or intend to possibly revisit them in the future, once we have got these more crucial issues out of the way.

Before we implement these changes officially, we wanted to get your stamp of approval, so please read through the proposed changes and let us know how you feel about them, if you have any concerns or suggested tweaks, if you see any loopholes, etc. If we get a generally positive response then we will be implementing these changes asap; however, these are not necessarily set in stone, and we are still open to further tweaks or changes in the future if we notice that anything's not working for the game or if players come forward with valid concerns we might have missed. If you have any questions or anything is unclear, please feel free to ask.

-----Battle Changes:
1) Completed RP Battles will now award each participant 2 XP points, regardless of the outcome, to reflect the increased effort and risk they pose compared to dice battles. This excludes RP battles for practice/bragging rights.

2) Raids and escapes will now award each raider or escapee an XP point, regardless of the outcome, to offer alternative XP-earning opportunities for characters who don't battle as much as others, and also to encourage more use of these systems. All usual raid and escape rules apply. Blocking raids and escapes will not currently earn XP, as herd leaders already have a number of XP-earning opportunities. Since there are many boards that can be used for raids and escapes, please let us know on the updates board when there is a raid or escape so that they can be tracked and added to the experience board in good time.

3) Characters will now be able to answer additional battle challenges each season if they wish, to increase XP-earning and plot-building opportunities. The first challenge - regardless of whether it is dice roll or RP - issued to a character each season is a compulsory battle, and must be answered, or they risk forfeiting the prize. Any following challenges are optional, and characters can decline them without consequence, or accept them and potentially earn additional XP. In order to avoid overwhelming the battle mods, characters may only accept 1 RP challenge per season (practice RP battles do not count toward this); however, they may accept as many dice roll challenges as they like. For now, characters may only issue 1 challenge per season, in order to prevent spamming, harrassment, and power-levelling.

4) The max XP limit per season is also being increased from 3 to 5 points, which - along with the new options for earning XP that we are adding - we hope will make the path to Rank 3 a little more accessible. The XP limit for practice/bragging rights battles (dice roll and RP) will remain at 1 point.

5) In order to give unranked characters more of a chance at defeating ranked characters in RP battles, the number of additional points per rank will be reduced. A rank 1 character will now receive half an extra point toward their RP score; a rank 2 will receive 1 extra point toward their score; and a rank 3 will receive an extra 2 points toward their score.

6) Co- and sub-leads (see below for clarification on these terms) will now be considered high-stakes herd members, and if they are challenged for, the battle must be RPed out. There are separate rules for whether they can answer these challenges themselves or not; see below for more info.

-----Co-Lead Changes:
In order to clear up confusion and ambiguity regarding co-leads and how they interact with the various game rules, we have decided to move to a more defined role-based system, which we hope will provide more clarity and structure for herds, without compromising overmuch on creative freedom. We would like to make it clear that these specific titles and definitions have been created just for OOC clarification on rules and powers. In-character you are still free to name and RP the roles as you wish, and create other titles for purely in-character and plot purposes. (For example, you may wish to call your co-lead your "queen" in your territory layouts, and that's fine, but they would still be categorized as a co- or sub-lead for the purpose of rule clarity.)

Players will be expected to inform the mods on the updates page which characters they have designated which roles. We will also be asking that players make an effort to make these herd structures clear in their layouts, i.e. if there are 2 separate leaders, it should be clear who belongs to whom, or if they share a herd. We will also be listing the leader roles on the front page for all players to see clearly.

Here are our definitions as follows:

Co-Lead: A co-lead is an equal partner ruling over a shared herd, retaining all the same powers as the territory owner, except for those relating to territory ownership. In principle, the herd members belong to both or either of them interchangeably, but they all still count as one herd. Battles, raids, and escapes can be answered, issued, and blocked by either leader, and as long as one leader remains active, herd members may not leave freely. Only the territory owner can be challenged for the territory and keep the land from becoming claimable, however. As equal partners, only one co-lead’s player must be currently active (i.e. not on away) for raids, escapes, and challenges to be valid against them. If a co-lead is challenged for, either the territory owner can defend them, the co-lead can defend themselves, or they can fight together as allies.

Sub-Lead: A sub-lead is a ruler who shares a territory with a territory owner, but who has their own separate herd members and responsibilities. The territory owner does not have any claim over the sub-lead’s herd, and the sub-lead does not have any claim over the territory owner’s herd. Battles should be answered by the individual to whom they apply, and each character should remain active individually in order to prevent their herd members being able to leave freely. Although they have no duty to do so, sub-leads may play a supportive role for the territory owner by blocking raids and escapes for the territory owner's herd, and vice versa. However, they may not answer each other's challenges unless it is to step in as an ally, and raids/escapes/challenges count against them separately. This means that in order to raid/challenge/escape from one of them, that character's player must be active (i.e. not on away). If a sub-lead is challenged for, they must defend themselves, but as aforementioned the territory owner can step in and aid them in battle as an ally.

The current limit of 3 leaders in a territory at any one time remains, meaning that territory owners can have both a co- and sub-lead or two of one or the other. The territory owner has the final say on who these leads are, and can strip them of their positions at any time. If a territory owner strips a sub-lead of their position, that sub-lead loses claim on their herd members.

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Let us know what you think of these proposed changes so we know how to proceed. Thanks everyone! <3

Replies:
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