Information about roleplaying

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ERPA Rules of Engagement
  1. General:

    1. All members of the community are to be guided by the principles of respect, maturity and good sportsmanship.

    2. All complaints are to be taken to the GM of your guild who will follow the proper procedure to resolve the issue. No OOC complaining or discussions in game about rule violations will be tolerated.

    3. Do not attack or even kill logged out characters or players that are not aware of the attack. Try to give at least a warning before attacking, if the situation allows it (i.e. "Have at thee!", "WAAAAGH!!", "Uragshaa!!", etc.).

    4. Always make your guild abbreviation visible to others, to avoid misunderstandings.

    5. Players can not be forced to engage in player vs. player combat. If the victim refuses player vs. player combat, the aggressor may chose a reasonable alternative, possible examples include (but are not limited to):

      1. Demanding reasonable tribute or ransom from the victim. Its value should not exceed 1000 goldpices and it should be acceptable by both sides. If no agreement can be reached then another alternative must be chosen.

      2. Taking the victim prisoner.

      3. Chasing the victim away, but then the victim must leave the area, running away crying for "Help!", begging for mercy or showing a similar appropiate "in-character"-reaction, and is not allowed to take part in the battle any further, be it passively or actively.

    6. The insides of banks are neutral ground where no conflict may occur. However, if a participant of a fight flees into the bank then he may be chased in there.

    7. A hearty effort should be made to make sure that the non-lootable items of the dead are returned to their possession as soon as possible. If the situation allows it, and you know the owner well, "bag" his things and hold them while waiting for his return, or at least guard the corpse if you fear of being blamed for looting.

    8. The newly resurrected when returning to his corpse is to be considered incapacitated in a roleplay context. This person should remain in death robe, gather his things, leave the area without talking, and not participate in that battle or any other battles with the involved parties any further for the duration of one hour.

    9. A recognized assassin may attack out of hiding without IC warning, provided the victim was given an OOC warning in a reasonable amount of time, no less than one hour, before the first attempt. The guildmaster decides who will be recognised as assassin.

  2. Equipment:

    1. No magic or runic arms, armour or artifacts. Role-specific exceptions are allowed, according to the list at the end of the RoE. Additional items, rewards and benefits can be created by the quest team and are published on the website.

    2. No jewellery of any magical kind.

    3. Chivalry and Necromancy restricted to guilds where it fits the theme and history, as decided by the ERPA GMs.

      Editor-note: For Moonglow, the following rules apply regarding Chivalry and Necromancy:
      Chivalry is not allowed.
      Necromancy is only allowed for someone in the guild who specifically opposes the Council ("guilded enemy") or if someone in the guild specifically states s/he is researching necromancy (for example a scholar).

    4. Explosion potions and poisoned blades are only allowed to those with the necessary alchemy or poisoning skill. The skill must be shown on the UO character pages.

    5. No more than 2 pets or summoned creatures per character. No high-level pets or summons, these include: mare, unicorn, kirin, dragon, white wyrm, drake, energy vortex, bladespirit, revenant or demon.

    6. GMs may hand out an advantage for trusted and good roleplayers of their guild. These are:

      1. Poisoned blades OR explosion potions without the necessary skill.

      2. A mount in combat.

      3. A jewellery item granting up to, and only, fastcast 2 and faster cast recovery 3.

    7. A character may only be granted one of these benefits. They are not to be changed frequently. Changes can be made by the GM. All ERPA GMs are to make sure they are not abused and fitting to the guild theme. Should a player knowingly break a rule of the RoE or abuse his benefit then he will loose any of these advantages.

    8. Editor-note: These rules only apply for PvP and roleplaying interactions within ERPA. This means you can - if you like - use every kind of equipment, pets or summons etc. during your non-interactive play (like private hunts). ERPA encourages people however to follow these rules all the time, simply to get used to them and to avoid accidently breaking the rules when a sudden encounter with a fellow ERPA member happens, where you would have to switch equipment!

  3. Looting:

    1. Basically, the only lootable items are food, drinks, gems and a maximum of 1000 goldpieces per victim.

    2. Other items can be "marked" as lootable, by putting them into a bright yellow bag (i.e. larger amounts of gold, orc masks for the orcs, quest relevant items, or other things you want to "offer" your opponents and may have no use for yourself).

    3. If no yellow bag is carried then a thief may steal things not on the looting list, provided the victim is offered the item back immediately for a price not higher than 1000 goldpieces. This may be done either in person or through a known black market. A thief may not steal more than once a day from a victim, nor should he take rare items or items of great value.

  4. Third Party Involvement:

    1. A participant in combat may choose to end the combat by emoting *CEASE* if he/she notices that there is a strong real potential for third party looting or if one of the participants received aid from a "blue" player (or even "red", if the person is not an ERPA member). Note that due to game dynamics, sometimes combat may not end (lost connections, lag, spam-reduction code, etc.)

    2. If people not in the ERPA and not involved in a mutual war (this includes chaos/order) attack, kill or loot an ERPA guild or one of their members, it will be simply regarded as mindless playerkilling, and should be treated like it, no matter what "roleplaying reasons" those people may pretend to have. Other ERPA members should help if they can, no matter what attitude they have towards the other guild or player "in character".

  5. Role-Specific Exceptions:

    1. orc bows.

    2. orc masks and evil orc helmets.

    3. savage spears.

    4. magical bone armour for undead and savages.

    5. golems for controllers and gargoyles.

    6. undead minions can ressurect and rejoin the battle instantly, provided a necromancer is present and alive. A necromancer in this context carries the guildtitle "necromancer" and is at least a master in the skill. The necromancer has to stand next to the corpse and roleplay the rising.

      Editor-note: Ingame, the ghost of an undead minion (namely skelettons, wraiths, zombies...) spooks to a healer after his death, then returns to his corpse, stays in deathrobe and gathers his belongings. Should a necromancer be alive he can stand next to the corpse and raise the undead again (similar to the spell working on monsters). This can be done as long as a necromancer is alive, meaning he is not in death robe. For good roleplaying the necromancer should have time to cast this spell, not just run past and press a macro while followed by ten angry knights.

    This list will be expanded should additional "racial" items become available.