A. Separation of IC and OOC
In Character and Out of Character are separate and Out of Character (Real Life) always comes before In Character. You may be enemies with somebody when role playing, but outside of the role play you remain their friend in RL. Holding a grudge against your IC enemy once you step out of the role play is absolutely forbidden. Remember, role playing is just a game. Have fun, don't get too caught up in politics.
B. The Big Four Rules
i. No character may kill another character unless both agree to it.
ii. No character may maim another character unless both agree to it.
iii. Star Wars universe only (no cross-over role playing).
iv. No God-Moding.
C. Explanation of God-Moding:
It would be impossible to list all situations of God-modding. It is ultimately the staff that decides what in an RPG is and is not God-modded. Chances are, if you would not want it done to your character, your fellow character also dislikes it being done to them.
i. Role-playing beyond the logical ability of your character. New characters have not earned the right to the same level of power as many older ones have
ii. Refusing to take injury and weakness when rightfully inflicted upon you in battle, or inflicting injury on your fellow characters without the proper lead-up.
iii. Controlling the actions of other characters (unless you have established that level of trust with them)
iv. Breaking any of the rules on this page.
D. Time-line/Setting/Plot
Unlike most role plays you may visit today, TGC is 100% character driven. This means that rather than force you into a strict plot (story) located at a specific time along the star wars time-line, we allow you to explore and expand the star wars cannon according to your specific interests. All Star Wars Events/locations/technology not expressly banned or controlled by our rules are considered fair game. The only story lines at TGC are the ones you choose for your character.
E. Character Training & Advancement
All characters must satisfactorily complete the regimen prescribed for training and advancement by his or her faction in order to reach the next character rank. The Gungan Council Role Playing Galaxy uses a three rank system.
F. Character Rankings
i. Jedi: Jedi Padawan, Jedi Knight, Jedi Master
ii. Sith: Sith Apprentice, Sith Knight, Sith Master
iii. Neutral: Trainee, Adept, Elite
-the term "Sith Lord" means the same thing as "Sith Master" at TGC
-For neutral characters, the term "Trainee", "Adept", or "Elite", should follow or proceed the type of character.
EXAMPLE: Smuggler Trainee, Elite Bounty Hunter, Adept Mercenary.
-Fleet leadership positions/titles remain at the discretion of the faction, however all characters must also be classified with a rank from the three rank system.
EXAMPLE: A member of the Empire might be granted the title of GRAND MOFF, while having trained to the level of "Adept." Therefore the character's user title would say:
GRAND MOFF
Adept Imperial
G. Shadow Jedi
Shadow Jedi are not allowed (This includes Gray Jedi, Dark Jedi and whatever other terms the kids are using these days).
H. To learn how to shape role plays worthy of recognition in the Role Playing Hall of Fame, please consult the Role Playing Guide
I. Infiltration
-Infiltration is forbidden
i. TGC Role Playing defines Infiltration as the following: Failure to maintain the strict separation of In Character and OOC situations by using privileged /secret faction information gained by one character in order to further the cause of your additional characters. (In other words: If your Sith group is planning an attack don't tell your jedi group.)
ii. The creation of additional characters in order to gain access to sensitive group information contained in private/pass word locked forums.
J. EXPANSION OF TERRITORY
- Factions may expand their territorial holdings by engaging in war against at lest one opposing faction.
- There are two types of expansion role plays.
Type 1: Take over an occupied planet from another faction.
Type 2: Take over an unoccupied planet
Type One: Occupied Planets
- If a group only has one planet it can be attacked but not conquered.
- When taking over a planet occupied by another faction, a group does not need to give prior warning before launching an attack.
- The faction being attacked must respond within 48 hours or their planet will be granted to the attacker.
CLARIFICATION: If at any point during the roleplay a faction does not respond for more than 48 hours then the planet will be forfeited to the opposing faction. Rule may be bypassed if agreed upon in advance by both factions.
Type Two: Unoccupied Planets
-Unoccupied takeovers occur when a faction wishes to add an unoccupied planet to their empire. Since all takeovers require that at least two factions oppose each other, the first faction must invite at least one enemy to join them in battle.
- The faction poposing the role play is considered the "home team" by default and may entrench itself on the planet surface via bases and settlements prior to the battle. (This rule may be bypassed if both groups agree)
K. Role Playing and Limitations
(these rules apply to both type 1 and type 2 expansion role plays)
Additional factions may join any conflict, however they must join before the thread reaches 50 posts if they intend to try taking the planet for themselves. (This rule prevents groups from waiting until the end of a battle and then usurping the planet.)
i. Groups who enter the battle to simply help their allies may enter at anytime
ii. Each group may only propose one Expansion role play at a time. (In other words you can join another one if somebody invites you, but you can't start a new one of your own until your first one is finished.)
iii. Each Territorial Expansion Role Play must have at least 350 "reasonable" replies.
iv. Each group involved must bring at least 5 unique members, for a total of at least 10 role players in each battle. (This means that if you are playing 2 characters you still only count as 1). Groups coming to the held the original factions are not bound to this rule.
CLARIFICATION: This level of participation (or higher) must be maintained by both factions at all times. Failure in this for a period in excess of 48 hours, unless agreed upon in advance, will result in the forfeit of the contested planet to the opposing faction.
v. All Speeders, Weapons, Ships and other technology may be NPCed. (This means you don't have to build anything.) Remember, Star Wars technology only.
vi. Destroying Planets is illegal. However Death Stars, Sun Crushers, Space Stations, and other super weapons may be used when agreed upon by the combatants.
vii. Coruscant is to be a "floating planet'. This means that a group may not hold Coruscant as their only planet. The result of this is that the planet will aways eligible for expansion role playing (rather than having some faction simply hold on to it indefinatly.
viii. Well rounded, character driven role plays are expected. In other words, its not about the weapons.
ix. As with all other types of TGC role playing, the results of the battle are to be determined by common sense. Role Plays have natural, logical ends, resulting from the events that take place within them. When you put aside petty notions about winning and losing, and participate in role plays as they were intended; deriving enjoyment through the act of storytelling and character development, it all becomes quite clear and simple. There is no such thing as winning and losing. The group that gets the planet is not the group that "won", it is simply the group who's path resulted in the possession of the planet. The only losers here are those who don't enjoy playing the game.
In Character and Out of Character are separate and Out of Character (Real Life) always comes before In Character. You may be enemies with somebody when role playing, but outside of the role play you remain their friend in RL. Holding a grudge against your IC enemy once you step out of the role play is absolutely forbidden. Remember, role playing is just a game. Have fun, don't get too caught up in politics.
B. The Big Four Rules
i. No character may kill another character unless both agree to it.
ii. No character may maim another character unless both agree to it.
iii. Star Wars universe only (no cross-over role playing).
iv. No God-Moding.
C. Explanation of God-Moding:
It would be impossible to list all situations of God-modding. It is ultimately the staff that decides what in an RPG is and is not God-modded. Chances are, if you would not want it done to your character, your fellow character also dislikes it being done to them.
i. Role-playing beyond the logical ability of your character. New characters have not earned the right to the same level of power as many older ones have
ii. Refusing to take injury and weakness when rightfully inflicted upon you in battle, or inflicting injury on your fellow characters without the proper lead-up.
iii. Controlling the actions of other characters (unless you have established that level of trust with them)
iv. Breaking any of the rules on this page.
D. Time-line/Setting/Plot
Unlike most role plays you may visit today, TGC is 100% character driven. This means that rather than force you into a strict plot (story) located at a specific time along the star wars time-line, we allow you to explore and expand the star wars cannon according to your specific interests. All Star Wars Events/locations/technology not expressly banned or controlled by our rules are considered fair game. The only story lines at TGC are the ones you choose for your character.
E. Character Training & Advancement
All characters must satisfactorily complete the regimen prescribed for training and advancement by his or her faction in order to reach the next character rank. The Gungan Council Role Playing Galaxy uses a three rank system.
F. Character Rankings
i. Jedi: Jedi Padawan, Jedi Knight, Jedi Master
ii. Sith: Sith Apprentice, Sith Knight, Sith Master
iii. Neutral: Trainee, Adept, Elite
-the term "Sith Lord" means the same thing as "Sith Master" at TGC
-For neutral characters, the term "Trainee", "Adept", or "Elite", should follow or proceed the type of character.
EXAMPLE: Smuggler Trainee, Elite Bounty Hunter, Adept Mercenary.
-Fleet leadership positions/titles remain at the discretion of the faction, however all characters must also be classified with a rank from the three rank system.
EXAMPLE: A member of the Empire might be granted the title of GRAND MOFF, while having trained to the level of "Adept." Therefore the character's user title would say:
GRAND MOFF
Adept Imperial
G. Shadow Jedi
Shadow Jedi are not allowed (This includes Gray Jedi, Dark Jedi and whatever other terms the kids are using these days).
H. To learn how to shape role plays worthy of recognition in the Role Playing Hall of Fame, please consult the Role Playing Guide
I. Infiltration
-Infiltration is forbidden
i. TGC Role Playing defines Infiltration as the following: Failure to maintain the strict separation of In Character and OOC situations by using privileged /secret faction information gained by one character in order to further the cause of your additional characters. (In other words: If your Sith group is planning an attack don't tell your jedi group.)
ii. The creation of additional characters in order to gain access to sensitive group information contained in private/pass word locked forums.
J. EXPANSION OF TERRITORY
- Factions may expand their territorial holdings by engaging in war against at lest one opposing faction.
- There are two types of expansion role plays.
Type 1: Take over an occupied planet from another faction.
Type 2: Take over an unoccupied planet
Type One: Occupied Planets
- If a group only has one planet it can be attacked but not conquered.
- When taking over a planet occupied by another faction, a group does not need to give prior warning before launching an attack.
- The faction being attacked must respond within 48 hours or their planet will be granted to the attacker.
CLARIFICATION: If at any point during the roleplay a faction does not respond for more than 48 hours then the planet will be forfeited to the opposing faction. Rule may be bypassed if agreed upon in advance by both factions.
Type Two: Unoccupied Planets
-Unoccupied takeovers occur when a faction wishes to add an unoccupied planet to their empire. Since all takeovers require that at least two factions oppose each other, the first faction must invite at least one enemy to join them in battle.
- The faction poposing the role play is considered the "home team" by default and may entrench itself on the planet surface via bases and settlements prior to the battle. (This rule may be bypassed if both groups agree)
K. Role Playing and Limitations
(these rules apply to both type 1 and type 2 expansion role plays)
Additional factions may join any conflict, however they must join before the thread reaches 50 posts if they intend to try taking the planet for themselves. (This rule prevents groups from waiting until the end of a battle and then usurping the planet.)
i. Groups who enter the battle to simply help their allies may enter at anytime
ii. Each group may only propose one Expansion role play at a time. (In other words you can join another one if somebody invites you, but you can't start a new one of your own until your first one is finished.)
iii. Each Territorial Expansion Role Play must have at least 350 "reasonable" replies.
iv. Each group involved must bring at least 5 unique members, for a total of at least 10 role players in each battle. (This means that if you are playing 2 characters you still only count as 1). Groups coming to the held the original factions are not bound to this rule.
CLARIFICATION: This level of participation (or higher) must be maintained by both factions at all times. Failure in this for a period in excess of 48 hours, unless agreed upon in advance, will result in the forfeit of the contested planet to the opposing faction.
v. All Speeders, Weapons, Ships and other technology may be NPCed. (This means you don't have to build anything.) Remember, Star Wars technology only.
vi. Destroying Planets is illegal. However Death Stars, Sun Crushers, Space Stations, and other super weapons may be used when agreed upon by the combatants.
vii. Coruscant is to be a "floating planet'. This means that a group may not hold Coruscant as their only planet. The result of this is that the planet will aways eligible for expansion role playing (rather than having some faction simply hold on to it indefinatly.
viii. Well rounded, character driven role plays are expected. In other words, its not about the weapons.
ix. As with all other types of TGC role playing, the results of the battle are to be determined by common sense. Role Plays have natural, logical ends, resulting from the events that take place within them. When you put aside petty notions about winning and losing, and participate in role plays as they were intended; deriving enjoyment through the act of storytelling and character development, it all becomes quite clear and simple. There is no such thing as winning and losing. The group that gets the planet is not the group that "won", it is simply the group who's path resulted in the possession of the planet. The only losers here are those who don't enjoy playing the game.
