IFWG Rules thread (also Q/A) [Archive] - Wizards Community

Post/Author/DateTimePost
BronzeBeard

10-20-04, 06:39 PM
Rules for the Inter-Foundation War Game (IFWG)

Rules are grouped into three parts:
:b: Individual
:r: Foundation
:w: Divine
Each section is posted differently.

The Inter-Foundation Games have also a Mayor - a Sovereign Power. The Sovereign Power will is explained under at the Foundation post.
-----------------------------------------------------------------------------
Unless otherwise noted, everything is possible.
In case of problematic situation please refer to the Judges.

The Game is about fun, friendly exchanges, no matter what is going on at the second level. We can't do this without trusting each other and without being good to one another. Our WizOs will only support us in our adventure, provided we show due respect for what the WizOs ask of us through the Code of Conduct. If we do that, I have every confidence that they will show us support and that they will be happy that we are having fun.
You are strongly encouraged to collaborate and interact, but won't be punished in any way if you prefer a solo style. Some people like one thing and others another and it's all welcome here.

It is your world to build, create or even command (especially if you are the High King or Queen), but you need to have courage to influence it. You are as powerful as you make happen and how you use your power is about the collective wisdom of the Foundations you work with.
No fortune, fame or purpose comes without taking risks and there will be (game) rewards for success and possible (game) penalties for failure. Your people are counting on you, because many creatures both friendly and hostile people the world, and everywhere is hope and despair, mystery and discovery.

With thanks to Silmarien Aldalome.
BronzeBeard

10-20-04, 06:39 PM
Personnal Actions

Having a character in the world of IFWG is the same as having a character in the D&D. In-addition to making the character, you also need to sign it up on this thread (http://boards1.wizards.com/showthread.php?t=328114).
Important!
The abilities for your character can be distirbued by either the 32 point buy system or the use of the on-line dice roller in either here (http://krisinchico.brinkster.net/rolldata.asp) or here (http://invisiblecastle.com/index.php) (terms of use will be explained once I find them).
Your character can be made of, maximum, 15 ECL.
The sources for your creation are not limited.


This is quoted from the character creation page of Dyne:
Character Creation Rules:
32 Point-Buy system for generating ability scores. OR if you prefer, you can roll up stats on an online die roller (using the standard die rolling method) and post a link to the results.
112,500 XP (ECL 15)
200,000 gp worth of equipment
First HD is maxed out, each additional HD is taken as if the average had been rolled. OR if you prefer, you may roll for each additional HD on an online die roller and post a link to the results.
Skill points are calculated as if your Intelligence score at ECL 15 has been such since the 1st HD. For example, if a Wizard starts out with an Int 15 but, through level increases and magic items, it ends up at Int 20 by ECL 15, the character can treat his Int score as 20 for each of his HD. Upon attaining levels beyond ECL 15, skill points are accumulated as normal. This is to simplify and standardize the way of determining skill points. Since it is impossible to tell at exactly what level the character might acquire a certain magic item that might change his Intelligence score, it's difficult to accurately determine skill points for characters beyond level 1. So, we'll use this method to make certain that characters do not lose out on skill points, and characters may even end up with more skill points then they normally would.
All official Wizards of the Coast Dungeons and Dragons material is allowed for use without question. Other D20 products are subject to conversions for compatibility with the D&D rules, and homebrew material must be reviewed and approved by the GM's before it is allowed to be used in the game.

These rules are subject to alteration and/or addition as the rules discussion at the Inter-Foundation Exchanges Metathread progresses.
BronzeBeard

10-20-04, 06:40 PM
Foundation Actions & Group Game


A Foundation is any of an (in-game) group, club, guild, collective, organization or power base.
Every Guild consist of the following:
- Territory (Place in town for your group)
- Leader (Usually, that Foundation’s founder)
- People (The nation's foundation's members)
- Governance (Some kind of rules given to the organizations people by the leader)[/color]

By running a group in town you have the ability to perform the next actions (e.g. Foundation Actions):
1. Changing political attitude towards the Mayor.
2. Changing political attitude towards another group.
3. Building.
4. Worship
These Actions are explained below.


After creating your Foundation Collective for the game, and by existing in town, you’ll engage politically, socially and economically with other groups and the Mayor. Remember that some Political Foundation Actions require both sides to agree (e.g. Diplomatic Action) and others are unilateral (e.g. Declaring War; Infiltrating, Kidnap, etc). New Groups must declare their Political attitudes.
Changing political attitude towards the Mayor:
I. Rebellion
II. Devotion
Changing political attitude towards another group:
I. Forge Alliance
II. Imprison Spy
By using Labor points you could build any craftable, makeable, that logically goes with the particular Foundation thread building it.





Sub Post - Sovereign Actions

There is a Mayor in the city, which play the Sovereign Power for all Foundations at any given time. The Mayor has access to powers called Sovereign Actions. The Sovereign will need to keep The Sovereign Thread about – “Active Laws”. The Sovereign group, club or guild will receive the title town-guard.

Anyone may seize the opportunity to wrest mastery from the current Mayor and to shape the City as you deem well in your wisdom. The are some ways to gain the Sovereign stand:
- By pure brute force, rebelling and attacking the Mayor and his men.
- Challenging the current Mayor to duel (he may still refuse).
- The Mayor himself may pass the title on.
- In Democracy governments, a vote.

As the Mayor in the game you can make the following Actions:
1. Cut “City Rules” post.
2. Punish according to the “City Rules”
3. Declare Holiday
4. Imprison
5. Banish
6. Pardon
7. Grant Clemency to
8. Release
9. Reward the rebel(s)
These Actions are explained below.

Basically, you write rules that suit your type of governing, from good old Tyranny, through Monarchy or Benevolent and end up at Anarchy. But you could determine whatever on your mind – Confederacy, Republic, Monarchy, Anarchy, Benevolent, Democracy, Tyranny and Despotism and on.
For example, in a State of Anarchy (Chaotic), there are far fewer limits on what one can "do" without being punished.
In a State of Benevolent-Monarchy, (Lawful Good) there are Laws (not real ones), that if broken, may expose you to Sovereign Powers, such as Banishment and Punishment. On the other hand, if you do something benevolent to the Sovereign, and get noticed for it, you or your Foundation or both may get Knighted, Ordained or Rewarded.
BronzeBeard

10-20-04, 06:41 PM
Divine Actions

We also have a Pantheon, which you may end up on. If you dare to challenge one or several members of the Pantheon and win, you may join the ranks of the Divine. Or, alternatively, you may attract a member of the Pantheon to you, through outstanding acts of courage, glory or self-sacrifice. If you are unlucky or recklessly use your Major Artifacts or extremely high powers, you may find a Deity comes after you. If you lose in a combat with a Deity, you are then at The Deities' Mercy. But, if you win, you too, could join the Ranks of the Divine, and host a Plane at The Pantheons Foundation.

Posters have large amounts of discretion (choice to act as you please) available to them with Divine Actions.

1. Battle Player-to-Deity
2. Rewards a Player Character with Divine Ranks for outstanding glorious acts
3. Punish a Player Character for Wreckless use of Power (i.e. De-munchkinise)
5. Try to Block the use of a mortal's or Foundation's power [/list][/QUOTE]


The only other kinds of Actions that we have are Divine Actions. At the beginning, the GM's will assist here, by posting Divine Actions. BUT - *any* player may accumulate Divine Ranks, and join in the freedom to post Divine Actions. But Divine Actions aren't posted liberally. A GM can overule a Divine Ranks post, if refereeing is required.
thasis

10-23-04, 12:05 PM
I haves some question:

Q: Can there be Player vs Player combat and not just Guild vs Guild combat?

Q: What if a single player has his own army. Can he go off and fight battles on his own without the guild supporting him?

Q: What sort of money do the players start with? Is it standard amount?
Silvanus

10-23-04, 05:23 PM
The army should (IMHO) be part of the character himself via the Leadership feat/Level Adjustment. Therefore, it fights as part the character.
turalisj

10-23-04, 08:29 PM
ya, and we can hire mercanaries too. :D
necrodude16

10-24-04, 04:59 AM
I haves some question:

Q: Can there be Player vs Player combat and not just Guild vs Guild combat?

Q: What if a single player has his own army. Can he go off and fight battles on his own without the guild supporting him?

Q: What sort of money do the players start with? Is it standard amount?

Q1: Yes

Personal Actions

Primely, Individual persons have the following stats:
HP, MP, GP, BAB and AC.
That's all we use for now.



Q2: I believe silvanus was correct.

Q3: I suggest asking Silmarien.
Tenzhi

10-24-04, 05:37 AM
Primely, Individual persons have the following stats:
HP, MP, GP, BAB and AC.
That's all we use for now.

What's MP? It's not a stat in normal D&D as far as I'm aware.

HP, BAB, and AC are all based on a number of stats. And if we're using them (HP, BAB, and AC), then that means by default that we're also dealing with damage which brings in a number of other statistics in itself.

Best to just bite the bullet and go with standard rules in tota, especially considering that we'll be dealing with spells/items/etc. specially crafted by foundations according to those rules.

Individual can do the following:

1. Infiltrate a Foundation (i.e. Be a Spy)
2. Steal from another Foundation
3. Rescue an Imprisoned Friend
4. Kidnap someone

5. Combat/duel another individual

Have to have that in there as well, at least.
Bait the Bard

10-24-04, 07:35 AM
Your third (or so) post, Bronzebeard, you don't have closing tags for the [list] tag ;)
BronzeBeard

10-24-04, 06:20 PM
I haves some question:

Q: Can there be Player vs Player combat and not just Guild vs Guild combat?

Q: What if a single player has his own army. Can he go off and fight battles on his own without the guild supporting him?

Q: What sort of money do the players start with? Is it standard amount?
Well,
Q1: yes.
Q2: Originally, single player will NOT have the power to either maintain or command an army but if that is changed (either by you or the rest of the community) is a another story.
Q3: I dunno

What is IMHO?

MP is a varient for the spellslots method but that will be waiting for approval from sil.
Everything in this thread is not yet formal until otherwise declared by sil. so don't let it misguide you.

and thx BtB (good work on that race comp.) :D
Silvanus

10-24-04, 06:25 PM
IMHO means "In my humble opinion." Which, by the way, also applies to this post.

If we use D&D rules (which it looks like we're going to do) than yes, a single player will be able to command an army (albeit perhaps a small one) through the Leadership feat. Unless you disallow it, which wouldn't make sense.
BronzeBeard

10-24-04, 06:35 PM
I can't disallow or allow anything because i'm only the threadkeeper here. If you want to change something than you'd better go to the main thread (whatever the name is). Anyway - the thing of IFWG is the group activity of us, the reason for the game IS the grouping. by making myself an army and going out to do whato' i'de like to i'd be destroying the teamwork that need to be accomplished as well as competitivy with other guild/ foundations, whato'.
Silmarien Aldalome

10-24-04, 07:05 PM
Bronze Beard!

Those RULES ARE BEAUTIFULLY ORGANISED - Very impressive!

I'm not far away, this is just a quick post to acknowledge that I've just had a look at this, only now.

Fantastic!

stav
BronzeBeard

10-24-04, 07:13 PM
:D thx

but i still need alot to do.
First, I need to figure out the excat rules we use (or :twitch: that I invent them on my own according to what you, ppl, discuss?)
Bait the Bard

10-29-04, 02:42 AM
Ok, most of these rules seem pretty good, though I have many suggestions and tweaking that could be made.. ;) AIM or MSN me some time to work out something :)

However, the main point I have is to ask about the Sovreign Power. Is it really necessary?

To me it just seems to add a lot more complications, but doesn't really do much. While I can see where ou're coming from, I have a better idea:

Scrap it ;)

Let each foundation have its own town/camp/village/whatever, which means the the 'Leader' of the foundation can do whatever he wants (set his government, rules, etc) that must be abided by while in his town (thread).

This way would make it much easier to interact between foundations, save lots of work, and give more control by the Leader over thier foundations.

- Bait
BronzeBeard

10-30-04, 08:01 PM
you mean, no great leader who tells us all what to do? hmmm....

I think i like it. seems nice. and WILL defenitlly keep the game on the KIS"S concept that both I, KoE and tenzhi try to keep. Only if the game is (I have yet to figure it out) on guild basis then we still need mayor-like thing.
Silmarien Aldalome

10-30-04, 08:37 PM
Hi there BB+Bait.

Yes, the High Kingship is necessary for two reasons:

1. It sets an aspirational goal to go for. It's an engine for the game. Not having one is like saying "D&D doesn't need powers bigger than characters". The game will become uninteresting without one. You need to be challenged and 'threatened' in game.

2. The King is an engine for game developments. She or he adds integrity to the game by making it risky and thrilling.

The Kingship is also accessible to any party who wants to go for it.

Stav
BronzeBeard

10-30-04, 09:27 PM
Maybe,
but I think that we could begin for a moment without it. Just until things get moving. For a while.
Bait the Bard

10-31-04, 12:22 AM
The thing I don't like about it is that it really limits some of the foundations:

Lets say we have the Guild of Chaotic Evil Devil Worshipers. The current sovreign is lawful, but to keep their foundation around they have to be Chaotic Evil Devil Worshipers. Obviously this conflicts with the Sovrein, so the sovreign PWNS them. End of foundation..
Silmarien Aldalome

10-31-04, 03:00 AM
There are arguments both ways, fellas. The Sovereign's preferences are part of the fun. For every foundation He doesn't favour, there's a counter-movement in the making in that "unfavoured" foundation. Nothing motivates dissaffected groups more than "Soveriign-ty pressure".

You'll get to learn about good leadership by having a go at it yourselves. An impulsive King who tries to wreak havoc on a Foundation, will have some hard lessons to learn. It's just as likely that a targeted Foundation will mount defences and call buddies in to block the action.

And that's the point. "Sovereign pressure" will encourage you all to collaborate. The GMs will make sure nothing bad really happens, and will help keep it fair.

Decision's made, for now. We need to move on. The metathread is where we can discuss how it's working out as we've trial it.

stav

What I want you to be thinking about, is annexing your own lands - and forming an Independent State. *grins* - i.e. force the King's lands to contract....until the King crumbles and someone else tries it out.....
BronzeBeard

10-31-04, 06:21 AM
Could be, but it doesn't say we have to have a sovereign even before the game had started and even than - how does, realisticly, a king have power over other people's nation?

Decision's made, for now. We need to move on. The metathread is where we can discuss how it's working out as we've trial it.

What metathread?
I though you wanted to close it down.
or does you refer to two completely different things with the same name?
Aramar the Black

11-01-04, 11:00 PM
Perhaps I missed it, but, when creating my character, what is the level limit, and what classes am I allowed to use?
BronzeBeard

11-02-04, 04:48 PM
You did missed it:
Having a character in the world of IFWG is the same as having a character in the D&D. In-addition to making the character, you also need to sign it up on this thread (http://boards1.wizards.com/showthread.php?t=328114).
Important!
The abilities for your character can be distirbued by either the 32 point buy system or the use of the on-line dice roller (http://krisinchico.brinkster.net/rolldata.asp) (termsof use explained wants I find them).
Your character can be made of, maximum, 15 ECL.
The sources for your creation are not limited.
BronzeBeard

11-04-04, 08:06 PM
building of rules halted :ahem:
:waits: until end of rule disscusion at meta thread :tantrum:
BronzeBeard

12-21-04, 11:14 AM
Several calls, however, were called for for rules FAQs upstream, by me.

I have asked on three occasions for a FAQ keeper.

Care to offer your services, Dyne.

So, it seems that sil is sellning me out. ae, Sil?
Well, how about bumping this up so you could see that you do have a thread-keeper?
jagggar

12-21-04, 01:57 PM
HOLY :censored: !!!!!

Where the heck has this thead been? Why hasn't it been stickied or at least plastered all over the stickied threads?!?!?!?!?!
Dyne

12-21-04, 03:48 PM
HOLY :censored: !!!!!

Where the heck has this thead been? Why hasn't it been stickied or at least plastered all over the stickied threads?!?!?!?!?!

The same reason the Player Character and Statistics Thread wasn't stickied, which is:

Some really stupid reason of which I have no idea.
jagggar

12-21-04, 03:53 PM
But the PC&ST thread got used, referenced, and bumped enough so that we knew it existed.
Dyne

12-21-04, 04:09 PM
But the PC&ST thread got used, referenced, and bumped enough so that we knew it existed.

Only by having useless conversation on it, so that it made it difficult to find the characters. And, it slipped on to the second page several times. I can't tell you how many times we've requested for it to be stickied, but to no avail.

This thread is seriously out-of-date. It needs to either be totally over-hauled or a new thread started.
Silmarien Aldalome

12-21-04, 04:32 PM
These ideas are out of date. They were nice in theory but difficult in action. Having said that, some of the ideas are really worth keeping.

But we have to not go here - until we have wizo permission.

My main reason for not stickying the thread, was the differences of opinion on mass versus small-numbers conflict, firstly, and secondly, we didn't have concensus on the rules. Everyone has an opinion about these things, and the final Sticky for any game (and I'm not talking IFWG) needs to be vetted by

Tenzhi
Anglar
Orcy
Frosty
Sil

It will be one of those Avatar's who sticky it (I don't want the gig). The only way it will be anyone else is if the person in charge, consults and operates as part of a team, by talking with us all as a group and clearing things before acting on new initiatives.

There can be no game structure unless people voluntarily agree to honour the rules of not only rule-using (using rules), but also rule-making.

Chaos or Structurelessness has more than one origin - another of its origins is in our choice to not stick to guidelines.

regards
stav

Please leave this thread rest.
BronzeBeard

12-21-04, 07:05 PM
What guidelines? I don't see any guidelines. Do you see any, Sil?
Dyne

12-21-04, 07:16 PM
What guidelines? I don't see any guidelines. Do you see any, Sil?

There are guidelines? I thought that's what we were trying to come up with currently. And, I thought that's one of the reasons there was Chaos: because there were no guidelines.
redhase

12-22-04, 11:03 PM
can we assanaite chartaters from other halls, say they are in the bar thread. and They just happen to get a poison dagger stuck in Their back to use as a cloak hanger.
BronzeBeard

12-23-04, 09:52 AM
the are banned, my friend. The Wizo's are on guard.
redhase

12-24-04, 03:22 PM
Are these rules still in effect yes or no? (question 1)

Individual can do the following:

1. Infiltrate a Foundation (i.e. Be a Spy)
2. Steal from another Foundation
3. Rescue an Imprisoned Friend
4. Kidnap someone
5. Combat/duel another individual (appload for tenzi )
Is it allowed to while in combat at the arena to use poison blades. and while three of them are out doing their tasks for the dm assigns. form each guild?
Just would like to know, if these rules have changed, since I missed out on that last fescal.
Dyne

12-24-04, 07:30 PM
Short Answer: No.

Long Answer: Too long, I'm too lazy to get into all of it. To put it shortly (but longer than the "short answer"), they were never put into effect.
BronzeBeard

12-25-04, 06:34 PM
Dyne is right, of course, the only thing got in to the game is the action names (what you just quote).
Dyne

12-26-04, 12:56 AM
The only thing that was ever used is the Core D&D Rules. The need never came up to say "I'm using a Foundation Action to declare war on the Guild of Pure Good." If a foundation wanted to declare war, they declared war. If they wanted to spy, they sent a spy. They didn't announce to the world that they were using some special action.
BronzeBeard

12-29-04, 07:34 PM
Second post updated at your request, dyne.
Dyne

12-29-04, 07:53 PM
Many thanks. A lot of the stuff is out-of-date, but we should be able to get things in order.
Lady Rolindin

01-06-05, 09:05 PM
1. Infiltrate a Foundation (i.e. Be a Spy)
2. Steal from another Foundation
3. Rescue an Imprisoned Friend
4. Kidnap someone
5. Combat/duel another individual
BronzeBeard are these still in effect with the new updated rulez
BronzeBeard

01-06-05, 09:36 PM
No.
Actually, none of the above rulez are active until further notice.