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CNRP Ascending GM Thread


Captain Enema

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Cybernations Role Play Ascending...

 

First and foremost, roleplay is for fun and is collaborative. We work together to make fun stories. 

 

New Members..

 

There are two ways in which a new Role Player may join the RP. The first is to receive an invitation. The second is to apply and go through an interview.
By receiving an invitation it means another player vouches for your ability to RP as well as to contribute to the Community without attempting to tear it apart. By receiving this invitation you are allowed to request unclaimed territory as your own. This territory will be put on hold for you while the GM's  get confirmation of the vouch and do a minor interview with the person. Upon accepting the vouch the GM's may or may not approve the nation, all of the GM's must approve before that player may begin to RP.
If you do not receive an invitation, you will be subject to a community interview upon applying to join the RP. The community will ask the person questions, as well as bring up previous RP experience if there is any. The player then will have to receive a 75% or higher vote from the community to allow the person into the RP, as well as approval from the GM's.

 

Land Expansion:

Land expansion requires a minimum of 7 posts, per RL country/province (whichever is applicable). This is on average a post every 2 days. Multiple posts on one day do not count - the fastest you can expand is a post every day, fulfilling the requirements within 7 days. Your claim can be disputed for a period of 2 weeks. Posts will be checked for the forum date using GMT+1, not the ingame timer, so make sure there's between 20 and 24 hours minimum between each.
An excessively large amount of provinces (Balkans, for example) may be combined into one 'region' if this region does not surpass 7.5 million people. Speak to the mapmaker about this to make sure it's legit.
It is recommended but not necessary to make a new topic for integration or annexation of new territory, in case you don't want to clutter your news thread or equivalent. Every province requires its own paragraph of 2 sentences minimum. You cannot slap 5 provinces into 3 sentences.
Until that time period is up, the land is considered contestable should any other nation put forth forces to contest it In Character.

 

Like so:
_
 

Activity RequirementsQuote[Province 1 name, 3/7]
Description
[Province 2 name, 2/7]
Description

What are the rules?

 

A total of 3 weeks is the maximum allowed time to go between IC posting before you will be removed from the map, after formally requesting a lock, in a public thread, from a GM you may have this extended to a total of 28 days. If you are locked and haven't posted in the last 28 days you will still be wiped. To request a lock to go on a holiday or deal with personal issues, you must do so in a public thread and not be in an ic state of war. 

 

During longer extensions, called a "lock", nations that are locked cannot be touched via RP.

 

Character crossing

 

No crossing characters/nations. What happens to your in Barfistan, stays in Barfistan. If you reroll your nation and go right back to your old tricks, you deserve to get smashed. You need to remember that a new nation is a fresh slate, so don't roll a new nation to go pick fights with the enemies of your old nation.
This goes for others, a new nation should not be viewed in the same lens as the old one just because the person rping it did something objectionable in their last nation.
If a person rerolls and brings old characters into power in a new nation, that's another story. That's not a reroll, its a successor state and how it is treated is entirely up to the RPer.

 

IC/OOC crossing

This is hard to prove, but occasionally someone will catch wind of gossip or get shown a chat log of someone plotting on their nation. This chat log is out of character, it should not be acted upon in Character. If someone uses a conversation or argument that happens out of character as motive for attacking someone in Character, this is a problem.
Nor should threads labeled as private be used to influence the actions of another player. Private means private.
As IC/OOC crossing is hard to prove, allegations of such behavior should not be made lightly. Further, neither should the community be forced to endure endless bleating sheeple claims of someone who thinks they are getting a raw deal.
In short, some times you just have to sack up and role play things for reasons you don't like.
However, should sufficient proof be shown, it should be discussed and dealt with on a case by case basis.

Rerolling

Think twice, think long and hard, and be advised, rerolling in CNRP Ascending isn't as easy as elsewhere. Rerolling is allowed with a 2 week period from the time your previous nation officially dissolves and your new nation begins. This period is to prevent rampant rerolling for the purpose of reducing the strain on the gm team and mapmaker.
Waivers for this 2 week period can be requested on a case by case basis providing the land being requested is not in conflict and the GM team approves it.

Tech Cap

The Tech Cap for CNRP Ascendance uses the following formula to acquire the present tech cap: RL Year - 1 Year = Tech Cap for CNRP Ascendance. As an example, the current year is 2014, therefore the tech cap for CNRP Ascendance would be 2013. All military tech has to go strictly by service year, not by any other metric or year. If it wasn't in service before the tech cap, it cannot be used.

Military

 

Stat Saving

 

Simple proposal, screenshot your nation, confirm the statistics with a GM, those are your stats for the duration of the conflict you are fighting, after said conflict is over you have 10 days to remain on those stats(to account for nuclear anarchy and a reasonable collection afterwards), and then your stats revert to whatever they are in game once more.

Soldier Count Rules

Every nation in CNRP Ascending has a 100k base with an 850k maximum with the following formula.
Your ingame citizens x 10. You can raise this number through nuke swaps, but in no other way.
 

Common sense clause (AKA, don't be an idiot clause)

Tanks, IFVs, artillery, armored vehicles of any kind and military trucks are left to the judgement and common sense of the rper. 

Naval rules

40 points per nation

5 points for an Air Craft Carrier
2 points for a landing ship
3 points for Battleship
3 points for cruiser
2 points for a destroyer
1 point for a frigate
corvettes 2 for 1 point
3 points for a nuclear submarine
1 point for a diesel submarine


destroyers, frigates, corvettes, diesel submarines are all x 3.

If you spend 10 points on a destroyer, you get 5 x 3- 15 destroyers.

Infra modifiers for Aircraft

in-game aircraft limit...
x2 IG numbers 0-2k infra. (realistically 100 to 120 planes) no wonders included
x4 IG numbers 2k to 4k infra. (200 to 240 planes) no wonders included
x6 IG numbers 4k+ infra (300 to 630 planes) with 630 as a max cap including all possible wonders and navy.
1 stealth aircraft equals 2 ingame slots

Nukes

Nuclear Weapons will be not be allowed to be used in this RP to prevent the abuse of players from destroying another person RP needlessly. In exchange Nuclear Weapons may be exchanged for other benefits, to give perks to those nations that maintain them on their nations. These Modifiers are the only way to move beyond the current caps.

1 Nuke = 1 Naval Point

1 Nuke = 10 Planes or 5 Stealth Planes

1 Nuke = 10,000 Infantry

Spying and Spyrolls

Before a spyroll can be requested, there must be prior roleplay to establish that not only is there a mission to covertly infiltrate/wreak havoc/influence politics/steal intelligence from a nation, but that there is also an operative who will be conducting said mission. Use your head to determine how much is needed. A one-liner is not sufficient.
Upon needing the spyroll, a screenshot will be provided to the GMs with the odds against the in-game nation of the RP player you wish to conduct spy operations against. Be sure to hover over and give us the percentage so we can make an accurate roll.
Upon either success or failure, the effects of the spyroll should be appropriately roleplayed out. There are no instant wins, or instant detections. Neither side can immediately claim to know something based off of one successful roll, but it shouldn't be totally impossible in the case of a failure either.

Further, these rules can be optional if both parties agree that the spy or covert actions are to be role played out. To do so is highly encouraged and the GM team will make themselves available to assist in anyway possible. A possibility, but certainly not the only one, the rpers can private message their assets to be used in this incident to the GM. This will allow the rpers to get the drop on each other so to speak. This does not mean you get to private message the entire contents of your factbook to the GM, just what you have in a specific facility or region that can respond within a short time frame.

 

Protectorate garrisoning

 

Protectorates must be garrisoned. There are two different types of garrisons. The first, 15,000 men for the purposes of ensuring outside parties stay out and keeping eyes in the area without quashing local political and economic activity. The second, 75,000 or more for the purposes of keeping the region under your control and preventing from attaining self-rule. This rule applies for protectorates larger than 1/4th your current holdings. Under 1/4th divide the numbers by 1/2. 

 

Newly rolled nations will not attempt to individually gain  or control protectorates for a period of four weeks after they have icly declared their national sovereignty.  Further, newly created nations will not attempt to expand their borders through annexing for a period of 4 weeks. 

 

GM roles and voting

3 GMs are to be voted upon every 3 months after a 48 hour nomination period. This is a staggered process in which one GM spot is open per month. You may vote for yourself for GM but you may not nominate yourself.

The voting period for a GM is 48 hours, the same amount of time for a nomination period. GMs may not serve consecutive terms.

The role of the GM is to not create a body of precedents. If the same issue is decided upon more than once, perhaps that is an indication that a community discussion ought to be held to create a rule on that matter.

A GM makes rolls for spy attacks. Further, if they are faced with an argument that is at a complete impasse, with both parties unwilling to resolve the problem, they can choose to make a 50/50 roll to resolve it. Additionally, GMs may elect to make a percentile roll to determine damages during wars.
No one expects a GM to hold a degree in Weapons design, or for them to have served 20 years in the Armed forces. The only official source for technical data is what can be read on wikipedia, not what is linked to it or cited on wikipedia, but what can actually be read on the wikipedia article.

Part of a GM's job is encourage roleplay to keep moving along. To that end, on occasion, the GM team can award additional naval points, squadrons of aircraft, or troops to nations engaged in armed conflict for cooperating with each other and being respectful to each other and the GM team.

The following are the responsibilities of the GM team.

Posting Nomination threads.
Posting GM voting threads.
Posting and recording the results of community rule threads.
Posting discussion threads for disciplinary issues.

Because not all situations and GM powers and responsibilities are covered, the GM team has a certain measure of discretionary power to resolve disputes or to take action. The discretionary power clause should not be seen as a permanent solution, but more a short term means of keeping the community peace or moving an rp forward.  No permanent changes to CNRP Ascending rules can be made through the use of this clause without a community vote.

The Dick Rule...

Role players have an obligation to be respectful to each other and the GM team. If a role play can't manage that, the GM team can and is encouraged to issue an autoadvance to the appropriate role player involved in the IC situation. An example, bob and tim are embroiled in a dispute over a tim's president being taken hostage by bob. Bob is refusing to respect tim and the GMs. The GMs can award Tim an auto that allows his president to escape and return to his home country. If Bob gets out of hand because of this, his nation can be lock. If further disrespect is shown while locked, additional autos can be awarded to tim. These are not massive nation shattering autos, think 3 dozen cruise missiles versus the opening day of Gulf War 1's air war.

GM decisions are a case by case situation as each RP is unique and the role players involved are different.
Autoadvances are to be granted every 7 days after the requesting rper can demonstrate they attempted to make contact and resolve disputes.

A three strike policy will be implemented for rule violations, ooc disrespect to the GM team, and ooc disrespect to other rpers when attempting to resolve IC issues. These bans can be issued for bad behavior in ooc official discussion threads, private discussions for the expressed purpose of discussing cnrpa, and irc discussions that are in official channels and involving official business. 

1st strike, 3 week "pause" upon your nation, to be treated similar to a lock.
2nd strike, 1 month ban from the RP, your nation is wiped.
3rd strike, 6 month ban.

These bans can be overturned by a vote of the community.  10 rpers are required to post their support for a vote on a discussion thread specifically launched, by the banned rper,  for the purpose of requesting such a ban be overturned. The rper will post their evidence for supporting their claim that the GMs were wrong or acting improperly when making the decision to ban. Claims that can be summed up as, "I don't like being banned, not fair, GM's are mean" will not be taken seriously and could result in having the original ban doubled. The ban can be voted down with a 66 percent in favor over overruling it. Should the vote go against the contesting rper, the duration of the ban could be doubled.

GMs in a war can not rule on their own conflict. They can give nonbinding feedback, but their feedback is just that, nonbinding. If there is only one GM to make rulings in the event of a major conflict, the war will be halted until the community nominates and elects a temporary conflict GM.

Expectations of GMs

GMs are required to be active on a weekly basis. GMs who go on holiday will announce their plans in public. GMs are required to be civil and respectful and will refrain from using profanity and other insults when dealing with rpers in their official capacity as a GM. Being a GM is more of a burden than a reward, yet being one is important as we depend on them to be a fair and impartial resolver of disputes
.
Should a GM fail in these expectations, any rper can start a discussion thread to call for the GMs removal at anytime. The RPer must show their evidence that calls for the removal of the GM. If 10 rpers support a vote, a GM team member has 24 hours to post a 48 hour vote. A 66 percent majority in favor of removal is necessary.

Temporary GMs can be appointed to fill the role of a GM that is on holiday, voted out of office, and to be a second party as a Conflict GM. The same voting and nominating process applies for these Temporary GMs with their term of office to be specifically stated in the voting thread, which will be different from the official GM term depending upon the situation.

The Map Archivist

 

The Archivist of CNRP Ascending's map will be responsible for ensuring the official map is kept up to date and accurate. There are no limitations on who provides the updates, any member of the CNRP Ascending Community can volunteer to assist. However, the final responsibility for accuracy and timeliness is the sole responsibility of the Archivist.

The Archivist will serve at the pleasure of the GM team and will be appointed or released from service by the GM team.

The Archivist will publicly announce their leaves of absence to allow the GM to take action to cover that period or make changes if needed.

The Archivist will link to the CNRP Ascending GM court and will be absolutely clear that the GM Court for CNRP Ascending is the official source of the rule set.

The rules for CNRP Ascending will be posted in the opening post of the GM court and not on the Map thread.

For service as the Archivist, the GM team may choose to elect to award the outgoing Archivist a small bonus of troops, planes, or naval points.

Community Driven Rules

The above set of rules is by no means complete. The members of the community have a voice in deciding what the rules are and how they should be applied. Members of the CNRP2 community can post discussion threads to talk about new rules, old rules, and/or changing the rules.

Polls can be posted as well, however, GM polls are the official measure of the community's desire to modify, remove, or add new rules. If a rper's discussion shows 7 or more rpers support a vote for a specified set of polling options, the GM team has 24 hours to post a vote.

Edited by Tidy Bowl Man
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Oh boy, a new exclusive secret club! I'd apply for an interview, since nothing sounds better than being judged by a group of manchildren unable to compromise, but I'm not sure if I can post a DoE in time for this RP to founder and the next CNRP to come about.

 

Get on irc and stop being retarded.

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I'd like to continue rping where I left off in CNRP2 on mars as a colony.. or even as Druk Yul. I really have no preference. Just being on mars is fun I like the idea of working on the long term process of working to terraform it. Just let me know how you guys want it to go. Til then I'll be rping mars for the sake of rping mars.

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I'd like to continue rping where I left off in CNRP2 on mars as a colony.. or even as Druk Yul. I really have no preference. Just being on mars is fun I like the idea of working on the long term process of working to terraform it. Just let me know how you guys want it to go. Til then I'll be rping mars for the sake of rping mars.

 

Unfortunately until you are voted in by the community, no recognition of any sort can be given to your rp. Either you are all the way in the community, or not in at all.

 

 

The OP will give you all the information you need on gaining entrance into the community. 

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What is the GM's opinion on reserve inactive soldiers. Would they get viewed as part of the maximum soldier pool, or is the maximum soldier pool only for active duty military.

 

If you want to RP things like militia, national guard, or other such reserves, that's fine. That being said, you can't go over whatever limit you are restricted by via either population x 10 or the 850k cap. Anything RPed past that 850k cap is not intended for combat NOR can they be used to bypass the need to RP replacements in a war.

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If you want to RP things like militia, national guard, or other such reserves, that's fine. That being said, you can't go over whatever limit you are restricted by via either population x 10 or the 850k cap. Anything RPed past that 850k cap is not intended for combat NOR can they be used to bypass the need to RP replacements in a war.

 

supported plus 3.

 

And.

 

The grace period for porting cnrp2 nations over to cnrpa is closed. 

 

It's an all new navy team now boys and girls. 

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Please tell me it is not too late to join as the Shanghai Empire which will be more or less the same as the one I was in CNRP2! If I can I will update my factbook to reflect the new CNRPA rules as well as make a new DOE thread if I really need to.

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Please tell me it is not too late to join as the Shanghai Empire which will be more or less the same as the one I was in CNRP2! If I can I will update my factbook to reflect the new CNRPA rules as well as make a new DOE thread if I really need to.

Look a at the post right above yours. That is all I will say, as I respect the purpose of this thread.

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If you want a community discussion, you have my support for it. Just not in the gm thread. Go launch a thread and be sure you read the rules for getting a change moved from a proposal all the way to a vote. You need a certain number of people to support your idea or whatever idea people like. 

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