Post by The Messiah on Feb 25, 2005 13:47:15 GMT -5
There are times in Redemption (and usually within Kindred) when a member or group of members disagrees so vastly with the Leadership, that a mutiny is called.
But it takes more than one person to mutiny in Redemption. There must be serious disagreement with the Leadership of the Clan in question.
Ground rules (Pre-mutiny battle):
1. First and foremost, the challenger must publically announce that he or she is calling a mutiny. The challenger must notify the DMs (and most importantly, Shai'tan and I) that a mutiny has been called.
2. Mutinies are held by DMs, they are not player-only affairs. A mutiny is serious business. Combat between the challenger and the leader/champion is not official until the DM sanctioned to hold the mutiny is in attendance and is moderating the fight. (This will usually be myself or Shai'tan).
3. There will be a period of time between the official claim of the mutiny and the actual fight. There are certain regulations which must be honoured during this period.
4. Before the fight, the Challenger may not engage in any hostile acts with the Leader or the appointed Champion. Conversely, the Leader and/or Champion may not engage in hostile acts with the Challenger. The Clan is question may not engage in hostile actions against either parties during the mutiny period. (For instance, to sabotage any of the above parties).
5. To expand on 4, people who are not members of the Clan under mutiny may attack any of the above individuals in question. (So the window for political pressure and bribery remains open).
6. These are set in stone, but they are flexible enough so that if any sneaky/foul play is attempted, I will change them to suit such situations on a case-by-case business. (That means play fair, ladies).
7. A date must be arranged for the fight, and must fit the schedule of the Challenger, Leader, Champion if applicable, and the DM host. Once a date is set, it is set, excluding emergencies. This is expanded upon below. When the mutiny is officially declared, the clan Leadership has seven (7) full days to respond.
8. Valid excuses for missing a mutiny from of the above parties: Computer problems, modem problems, family emergency, sickness. Other serious issues will be handled on a case-by-case basis.
9. Invalid excuses for missing a mutiny include: Playing character(s) so that they're more "ready" than they otherwise would/could have been. Spontaneous changing of one's mind. Blimp attacks. Other issues will be handled on a case-by-case basis.
10. If one of the parties misses the mutiny, (or specifically, if the Leader/Champion/Challenger miss it), the fight date will either be delayed (Rule 8) or the mutiny will become forfeit and the breaker of mutiny rules (Rule 9) will automatically be declared the loser.
11. If a Challenger beats the Leader, or his Champion, fair and square in the official duel, the Leadership Ring is passed to the Challenger, and the Leader, or his Champion (or both) are lonered from the Clan.
12. If the Leader, or his Champion, successfully defeat the Challenger in the official duel, the Challenger is lonered from the Clan and cannot re-mutiny. (Player-wise, not just character-wise).
13. No matter the outcome, the Clan cannot be under another mutiny for a full month. (No consequtive mutinies).
14. The Leader must fight his battle. If he is a wimp, he may appoint a Clan Champion to fight his mutiny battle for him. The Champion must have been member of the Clan BEFORE the official calling of the mutiny.
15. The Challenger is absolutely required to choose which character he/she uses to fight the mutiny battle. After the setting of the fight date, this choice CANNOT be changed under ANY circumstances AT ALL.
16. The Leader is not obliged to let anyone know who is fighting his battle. He can change his mind at any time, whenever he wishes, even if it is 5 minutes before the fight. Once the fight is to occur within the arena, however, the Leader cannot make changes.
17. Please PM me with any other questions regarding Pre-Mutiny Rules I may have missed. I will edit this thread and post answers here if they become frequently asked.
Combat Rules (The Mutiny Fight):
1. No pickpocketing is allowed.
2. Disarm is allowed, and the disarmed weapon can be picked up for an advantage, but the weapon will be returned after the fight.
3. Restricted spells include: Timestop, Harm, Sanctuary, Greater Sanctuary, Bigby's Grasping, Forceful, Clenched, Crushing hand.
4. No death magic/abilities are allowed. (Note: Death Attack is not a death ability, it is paralysis)
5. No immunity to critical hits or knockdown items are allowed. Innate immunities are allowed. (Ex: Pale Master)
6. You cannot use scrolls, potions, rods, or staves once the fight has started. (Buffing beforehand is allowed). Items which can cast spells which are NOT wielded in your left or right hand may be used during the battle. (Ex: Casting fireball with the Disarray cloak).
7. If either party logs out at Badly Wounded or lower, they automatically lose, regardless of circumstance. Those who are lagged out, booted, what have you above this health amount may re-do the fight.
8. Hide in Plain Sight is not allowed. (Only an initial ambush is permitted).
9. If there are other questions or concerns, PM me, and I will add in forgotten rules as soon as possible.
But it takes more than one person to mutiny in Redemption. There must be serious disagreement with the Leadership of the Clan in question.
Ground rules (Pre-mutiny battle):
1. First and foremost, the challenger must publically announce that he or she is calling a mutiny. The challenger must notify the DMs (and most importantly, Shai'tan and I) that a mutiny has been called.
2. Mutinies are held by DMs, they are not player-only affairs. A mutiny is serious business. Combat between the challenger and the leader/champion is not official until the DM sanctioned to hold the mutiny is in attendance and is moderating the fight. (This will usually be myself or Shai'tan).
3. There will be a period of time between the official claim of the mutiny and the actual fight. There are certain regulations which must be honoured during this period.
4. Before the fight, the Challenger may not engage in any hostile acts with the Leader or the appointed Champion. Conversely, the Leader and/or Champion may not engage in hostile acts with the Challenger. The Clan is question may not engage in hostile actions against either parties during the mutiny period. (For instance, to sabotage any of the above parties).
5. To expand on 4, people who are not members of the Clan under mutiny may attack any of the above individuals in question. (So the window for political pressure and bribery remains open).
6. These are set in stone, but they are flexible enough so that if any sneaky/foul play is attempted, I will change them to suit such situations on a case-by-case business. (That means play fair, ladies).
7. A date must be arranged for the fight, and must fit the schedule of the Challenger, Leader, Champion if applicable, and the DM host. Once a date is set, it is set, excluding emergencies. This is expanded upon below. When the mutiny is officially declared, the clan Leadership has seven (7) full days to respond.
8. Valid excuses for missing a mutiny from of the above parties: Computer problems, modem problems, family emergency, sickness. Other serious issues will be handled on a case-by-case basis.
9. Invalid excuses for missing a mutiny include: Playing character(s) so that they're more "ready" than they otherwise would/could have been. Spontaneous changing of one's mind. Blimp attacks. Other issues will be handled on a case-by-case basis.
10. If one of the parties misses the mutiny, (or specifically, if the Leader/Champion/Challenger miss it), the fight date will either be delayed (Rule 8) or the mutiny will become forfeit and the breaker of mutiny rules (Rule 9) will automatically be declared the loser.
11. If a Challenger beats the Leader, or his Champion, fair and square in the official duel, the Leadership Ring is passed to the Challenger, and the Leader, or his Champion (or both) are lonered from the Clan.
12. If the Leader, or his Champion, successfully defeat the Challenger in the official duel, the Challenger is lonered from the Clan and cannot re-mutiny. (Player-wise, not just character-wise).
13. No matter the outcome, the Clan cannot be under another mutiny for a full month. (No consequtive mutinies).
14. The Leader must fight his battle. If he is a wimp, he may appoint a Clan Champion to fight his mutiny battle for him. The Champion must have been member of the Clan BEFORE the official calling of the mutiny.
15. The Challenger is absolutely required to choose which character he/she uses to fight the mutiny battle. After the setting of the fight date, this choice CANNOT be changed under ANY circumstances AT ALL.
16. The Leader is not obliged to let anyone know who is fighting his battle. He can change his mind at any time, whenever he wishes, even if it is 5 minutes before the fight. Once the fight is to occur within the arena, however, the Leader cannot make changes.
17. Please PM me with any other questions regarding Pre-Mutiny Rules I may have missed. I will edit this thread and post answers here if they become frequently asked.
Combat Rules (The Mutiny Fight):
1. No pickpocketing is allowed.
2. Disarm is allowed, and the disarmed weapon can be picked up for an advantage, but the weapon will be returned after the fight.
3. Restricted spells include: Timestop, Harm, Sanctuary, Greater Sanctuary, Bigby's Grasping, Forceful, Clenched, Crushing hand.
4. No death magic/abilities are allowed. (Note: Death Attack is not a death ability, it is paralysis)
5. No immunity to critical hits or knockdown items are allowed. Innate immunities are allowed. (Ex: Pale Master)
6. You cannot use scrolls, potions, rods, or staves once the fight has started. (Buffing beforehand is allowed). Items which can cast spells which are NOT wielded in your left or right hand may be used during the battle. (Ex: Casting fireball with the Disarray cloak).
7. If either party logs out at Badly Wounded or lower, they automatically lose, regardless of circumstance. Those who are lagged out, booted, what have you above this health amount may re-do the fight.
8. Hide in Plain Sight is not allowed. (Only an initial ambush is permitted).
9. If there are other questions or concerns, PM me, and I will add in forgotten rules as soon as possible.