Stoneworks MC Wiki:Roleplay Wars

Roleplay wars are a new way of doing warfare that are consensual among the combatants. Mechanics are the same as out-of-war gameplay.

Starting a war simply requires two enemies, a win condition, and consequences among combatants.

 If you've got a case for an RP war, contact StoneyStoner and he will help set one up: 


 * The main point of RP wars is that they allow for a dynamic history of the server, while keeping things light hearted .
 * The terms of the war are customizable, what is written below are suggestions to consider .


 * RP wars/battles are best organized using wiki pages . Stoney will help you on that front.
 * It's like a cowboy standoff! IT'S HIIIIIGGGHH NOOON!!! 🏹⚔️

Starting a War- War Contracts
Starting a war simply requires two enemies, a win condition, and consequences among combatants.

Players who start RP wars should make a Contract- an agreement to the terms and stakes that the conflict will have.

Possible terms for a War Contract

 * The reason for the war
 * When the war starts
 * Who fights in the war (are other people allowed to join in?)
 * Where battles will be held (or will it be an open, strategy based conflict?)
 * How battles are held (will it be king of the hill? Duels? Pitched PVP? damage done to a certain area?)
 * The win condition for the entire war (or will it be an open conflict until one surrenders?)
 * The consequences for the losing side (as if it's a bet, gambling)
 * Third party mediators and judges (who determines who wins?) Not admins.

For a war to start, both parties must simply agree on the terms of the conflict. None of these terms^ are required in that agreement.

You may have privately held wars, but they will still be written about on the wiki.

Wars

 * A war is just the ongoing conflict between two sides for the pre-set consequences that they've agreed upon.
 * Wars can be an agreed upon number of battles (for example, two parties agree to three battles, and then the war's over), or until one side is weakened to capitulation.
 * When the war starts, how the war is fought, and how the victor is decided, may all be decided beforehand in the War Contract. If it is not decided, it will remain open ended.
 * Parties that clearly and with server consensus break the conditions of a war may fall under the sore-loser case below.

Possible reasons to go to war:

 * Religious expansionism
 * Border expansion
 * Loot
 * Glory / to be remembered in history
 * To replace a government / coup d'etat
 * Insults
 * Not recognizing claimed territory
 * Not holding up a treaty
 * Scamming
 * Weaken another's resolve and server prestige

Possible ways to win a war:

 * King of the hill strategy
 * Winning X number of pitched battles
 * Control of a certain artifact brought to the battlefield
 * Contests and sporting events
 * Destruction caused to third party villages.
 * Consensus among third party judges.
 * A duel between the opposing leaders

Battles

 * A battle must be fought between at least 2 people on each side for it to count towards an RP war.
 * After the battle concludes, the victor should erect a monument to their victory showcasing any information of the battle at the site of the battle. These monuments should be personalized by nation as to not be co-opted by another.
 * As soon as it's clear that the battle has been won (even if the losing side spam-run in naked, dying), it is over and should be written in the wiki to keep track of the war's progression. Tampering with the wiki is a separate offense.
 * Battles can be pre-planned in time, place, players, etc- or they can be free and loose to allow for tactics and surprises.

Consequences
The consequences of an RP war must be laid out in the war contract before it starts. Each side can commit different wagers to the war as long as both side agrees on the bet (for example- if Escharia and Yimmu go to war, one may put up a small border town and the other puts up rights to the sea. As long as they both agree to the terms beforehand).


 * hand over a town
 * disband a town or nation
 * give reparations of loot or money
 * Execute someone publicly
 * Allow building of a triumphal monument in the loser's town
 * Revoke a non-town nation claim (rights to a biome/peninsula/sea)
 * Have the loser fund a triumphal celebration
 * Convert religions
 * Change a flag/name
 * Ban a certain practice (like farming or mining) that the winners are allowed to violently enforce.

Not Honoring Consequences (Sore-Loser Case)
The main issue with this system is that there is no way to guarantee that people will honor these consequences. It is my hope that the server will socially pressure people to honor their consequences to a war that they previously committed to. We do not condone toxicity or bullying, but it is important for people to honor their commitments to the RP wars. We encourage people to embargo, fight, plunder, and

If one party clearly wins a war against the other, and the losing party does not honor their commitment to consequences, the winning party will be allowed bandit status on the other party's property and lives. This means they may grief and kill as a bandit would without any form of punishment, still technically held to the war contract which was previously agreed to.

Upon extreme cases where the sore-losers are brutally overmatched for an extended period of time, it may be declared that the loser's towns/nations are annexed into the winners' territory upon consensus of the server.

Alternatively, one may impose a Lands war or a siege upon the sore loser, which will be more destructive and devastating to their claimed lands and possessions.

Lands Wars
Lands wars still exist. With these, you can attack someone's town, steal from chests, and (sometimes) use TNT to destroy. These wars will be a last resort.

To do these, do /wars declare, and in the chat type the Lands-town which you wish to declare it upon. You will set the amount of 'tribute' (the amount of money which the enemy must pay you in order to stop the war) at this time. If the attacker decides to stop the war, they will have to pay 20% more in tribute.

After this, both sides have 24 hours to prepare, after which the war will go on for 2 hours.

Players are allowed to build with dirt, cobble, ladders, scaffolding, and TNT in these two hours. TNT sometimes works, sometimes doesn't, so beware if your plan is to grief.

LAND WARS should be an alternative resort to RP wars, and used in special cases when people do not accept the consequences of RP wars.