
Kingdoms vs. Clans
Introduction
There are a myriad number of Clans and Kingdoms throughout the RPG realm. Different player characters united by a common cause, or just by commonalties, come together in order to form these Clans and Kingdoms. But what is a Clan? And what is a Kingdom? How do they differ? And more importantly, how does one deal with a Clan and a Kingdom in RPG Combat? Those questions and more will be answered here.
Clans
A Clan is a group made up of households whose heads claim descent from a common ancestor or a group of persons united by a common interest. In short, a Clan is a family, united together by blood or by common interest. Clans tend to be small in size, but many in number. There are more Clans existing in the realms of RPG than there are Kingdoms. Clans often form a stronger sense of loyalty between Clan members than does a Kingdom because a Clan is smaller, and all Clan members are usually closely connected. A Clan can be formed in many ways, but before a Clan can be considered a legal Clan, it must contain TWO IRL members or more. The destruction of a Clan is almost as simple as the forming of one. If a Clan is reduced to less than TWO IRL members because of players leaving the clan, clan character deaths, or for any other reason, then the Clan no longer exists. Once a Clan no longer exists, it can never exist again because the bloodline and/or cause would have been destroyed.
Kingdoms
A Kingdom is a political community or territorial unit having a monarchical form of government headed by a King or Queen. In this sense, when comparing Kingdoms to Clans, Kingdoms are MUCH more complicated. Kingdoms are usually larger than Clans, and require a legal minimum of no less than THREE IRL members to begin with. However, most Kingdoms tend to go well over the legal minimum and may have, on average, as many as TWENTY IRL members. When a Kingdom reaches the point of FORTY IRL members or more, it becomes an Empire like Atlantica.
Kingdoms are extremely difficult to destroy. Unlike Clans, Kingdoms are a political entity and not a physical body made up of family members. Kingdoms are sovereign countries ruled by a monarchy usually headed by a King or Queen. Within a Kingdom, one may find Cities, Towns, Castles, Taverns, Inns, and other man-made structures built by the citizens who live in, and are ruled by, the Kingdom. Assassinating the King or Queen, and killing every Kingdom Character that exists in an RPG realm, if that could be done, will not destroy a Kingdom. Though, literally, there will be no Kingdom Characters left to RP at that time, the Kingdom will still exist in its political form, with all of its lands and all of its castles, awaiting the next heir to take the throne. Therefore, even if a Kingdom is destroyed and no longer exists, it can exist again at a later date.
The only way to truly destroy a Kingdom is through either Political Manipulation or a Kingdom War. Political Manipulation involves forcing the current ruler of the Kingdom, be it a King or Queen, to agree to surrender the Kingdom’s lands or dissolve the Kingdom politically. This can be done in several ways through RP, but it will not be discussed in further detail here.
Kingdom War
A Kingdom War is a full-scale, all-out, RPG War. An RPG War is complete with Territories, Armies of NPC, Cities, Castles, Military Strategy, and a host of other Factors of Combat. Player characters can RP a Kingdom War over every medium available including, Chat, E-mail, Message Boards, and WebPages. Before a Kingdom War can begin, the two opposing sides must agree upon the “terms” or “goals” of a Kingdom War and both sides must have player characters with access to RP forces large enough to carry out such an operation. Atlantica has participated in approximately three Kingdom Wars through the years thus far and has proved successful in all three cases. A Kingdom War can be performed in several ways through RP, but it will not be discussed in further detail here.
Attacking Buildings
When Attacking Taverns, Castles, Inns, and other buildings, PREPs in Duel Combat rules must be followed with a slight variation on what must be done Before Duel Combat Begins.
Before Duel Combat for Attacking Buildings Begins
Before Duel Combat for Attacking Buildings is initiated it is important to make sure that all the IC details which led up to the Combat have been understood and accepted by all players involved. Listed below are the two most important points that must be understood by all players OOC before a Duel Combat for Attacking Buildings can commence.
-All Players MUST have OOC knowledge that they are about to participate in Combat. If a Player do not have this OOC knowledge, the Combat may be void.
-The Plot behind the Combat or the motivation behind the aggressor’s actions. If there is no Plot to justify such Combat, or there is no valid motivation behind the aggressor’s actions with respect to the character’s personality, the Building Attack is illegal and automatically void. BEGINNING A DUEL COMBAT FOR OOC REASONS IS STRICTLY PROHIBITED.
Building Attacker Engaged
A Building Attacker MUST account for NPC, especially in the case of a Castle or other similar building where NPC act as defenders and will Engage a Building Attacker in Combat whenever possible. Failure to account for NPC will result in the Building Attack being void. It is acceptable to have another player indirectly control NPC to Combat the Building Attacker(see Special Rules, NPC). If a Building Attacker is Engaged by NPC or by player characters before, during, or after the building is attacked, “Duel Combat” or “Multiple Combat” rules are to be followed.
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