Independent Faction Rules

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Brandon Rhea

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The Star Wars RP
Independent Faction Rules

The following are the rules and regulations for the creation and maintenance of independent factions on The Star Wars RP. These rules have been discussed and decided upon by the staff of this website. If you have any questions, comments or concerns about them, please relay them to the Faction Administrator. The current Faction Administrator is GR1M.

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1. A faction should have at least three members at all times, from when the faction is created. Should the group lose members, or have inactive members, that cause the group numbers to drop below three members, the group should be given a notice that if they do not regain a minimum of three members by a predetermined date, the faction will be disallowed and archived. If three members are willing to restart the faction at a later date they should liaise with a factions administrator and a decision will be made.

2. An independent faction may start out with as many fighters, freighters and/or shuttles as necessary for its members, so long as it is in reason. If a Faction Administrator deems the number to be too high, the faction leader will be required to change it as the Faction Administrator sees fit. Factions may also start with a maximum of three corvette class vessels. If an independent faction wishes to start with more than this they are advised to liaise with a factions administrator, and they will be told whether this is possible. No independent faction may start with more corvettes than this, or any kind of capital ship unless they have the explicit permission of the staff. Capital ships can be acquired during the RP, but unless they are stolen from a PC or active faction, an admin must approve a faction being allowed to NPC the acquisition of one.

3. A faction can start out with only limited resources, fund and technology, essentially what is appropriate to their status. These must be stated in the faction's main thread, and must be approved by a faction administrator before the faction is RPed with. It is possible to increase these with activity, tasks in the RP, size and the like. If ever in doubt PM an administrator to advise you what your faction's approximate wealth should be at any given time.

4. No independent faction may start with an entire planet. They may start with a fort, enclave or base upon a planet, asteroid or moon, but they may not control whole planets from the start. If a faction grows and sustain itself it may be able to acquire more land or even systems for itself, but this should be relative to the specific faction.

5. An independent faction must start in the RP as the size as if it had just started in the Star Wars galaxy, the RPers of the forum must build it up, they may not start with it already so. However, should you wish to create an old faction, such as an age old guild of assassins or the like, then you may, but its size will still be the equivalent as the average new independent faction (as such secret factions would have to keep a relatively small member base anyway, to preserve their secrecy). Any fluctuations in size must be explained in the history of the faction and this will be approved by a factions administrator.

6. To gauge how well an independent faction grows, you should take into account your PC member base, your activity and your impact on other members of the RP. Taking all of these into account will give you an idea of how big your faction would be in the Star Wars galaxy. On average a force sensitive faction, in overall terms, would be a tenth the size of a non-force sensitive one with the same kind of impact, activity and PC member base.
 
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