Definition of GM
The game masters (GMs) are CNRP players appointed by the CyberNations Forums moderating staff to enforce the CNRP community rules. They are regarded as the be-all, end-all in situations of disagreements between players under the moderators themselves. It should be noted that moderators are not responsible for the creation of new rules, but the enforcement of established rules. The rules are set by the CNRP community. Think of GMs as judges rather than legislatures because, like judges, sometimes the rules are open to interpretation and GMs are forced to make rulings.
The GMs
hawk_11 - CNRP's resident NPO-sabotage expert, hawk_11 goes out of his way to squash all fun in the general vicinity with cold, hard logic. Many an RP has fallen prey to this monster, as it becomes more and more clear that the NPO's quest of making the game boring and bland has spread to CNRP. None are safe. Rumor has it he's a sucker for Dire Straits music; however, this is unconfirmed.
Lavo_2 - One of the strongest nations in CNRP, now with GM powers. More on Lavo coming as we learn about him; specifically what he did with the first Lavo.
The Right to Due Process
This GM believes that all CyberNations RP players have the right to have a ruling appealed. This right will be guaranteed by this GM regardless of a player's alliance, nation strength, size, standing in the RP community, etc. However, this GM maintains that the appeal must be carried out in the proper process rather than argued stupidly in threads where no one cares. Therefore, this GM has established this thread in order to better serve the needs of the CNRP community. This GM cannot guarantee the right to due process after he passes.
Rules
If you are appealing/contesting a ruling:
1) This is a court of evidence, not whining - I'm not going to listen to arguments of "But haaaaaaawk!" If you're appealing/contesting a ruling, you need to have evidence to support your claim. Evidence can be anything, including links to specific posts, past rulings, screenshots of in-game nations, etc. Evidence does not include IRC logs. IRC is considered permanently OOC.
---Ammendment to 1 - Persuasive arguments are also good if evidence of past rulings are not available. Don't think I'm a creature not capable of rational discourse without evidence. Evidence is strong; yet, it is not the only deciding factor in arguments.
2) Keep legalese to a minimum - Seriously, use small words. The only time Latin should be spoken in this thread is if it would be quicker to say "ad infinitum" instead of "etc." There's no need to get fancy. This is a courtesy rule; it makes your argument easier to read.
3) Be nice - The very existence of this thread means I'm admitting I'm not infallable. It also means you're not infallable. We're sensible people, we can have a decent discussion. This is a courtesy rule; you being rude will not have an effect on your ruling unless you're completely off-base with your argument. Don't be surprised if rude posts end up reported.
4) One appeal limit per situation per evidence/new evidence/rules change - You get one shot. The only way I'll allow the reopening of an appeal is if you've got new, definitive evidence, or if community rules/standards have changed. I will not entertain the same argument twice.
5) No run-around - If one of us makes a ruling in here, I'm sure the other one will not step on the other's toes. Most often we will discuss our rulings with each other; So, don't bother trying to get me if Lavo says no and vice versa. That sentence is also an example of the appropraite use of legalese.
6) The mod always wins - You can sure as hell bet I'm not going to overturn anything a mod says, and if a mod interjects here, then we're going with what they say. This rule is non-debatable.
7) No uninvolved commentary - If you're not involved in the appeal happening, don't comment on it. You can open an appeals commentary thread if you want; however, I will not be accepting evidence from it. PM me if you feel you should be involved. This is a courtesy and also non-debatable
8) It's just a game, I should really just relax - The CyberNations mantra. Live it, love it, and meditate on it before getting mad.
Past Rulings
hawk_11's logic - If we're going to allow people to play with saved stats (as much as I hate them), we should allow nations to be founded on them provided the player is a reoccuring character in CNRP. Though Vektor left in an extremely unpopular manner (read as: KILL EVERYTHING RARGH), I still feel he's got the right to use saved stats, as does any other CNRPer who goes away for a while. I don't recall any past precedent on the ruling of the establishing new nations on saved stats. I also recall KaiserMartens and MercyFallout establishing themselves on saved stats in the past.
Abolishment of saved stats - hawk_11's logic: The use of saved stats has been a hotly debated topic in our RP community for a long time. On one hand, it allows people who are caught in large wars to continue RPing without being forced to RP the in-game actions of their alliances; however, on the other hand it is an easily abused system allowing people who have fallen out of grace in CyberNations to remain on top despite not actually having the nation strength to back it up. People trying to enter the game with saved stats is the final straw. It is now necessary to abolish them. This is CyberNations Role Play, after all. Saving stats only allowed for nations to rise; nations should fall also.
