Independent Faction Rules

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Star Wars Legacies (OLD)

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Independent Factions
Rules and Guidelines

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 Lavi.

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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 six corvette class vessels and two frigates. 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 and frigates 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. Factions are allowed to start with 500 total individuals.

If desired, the faction is allowed to begin with fewer corvettes and frigates, replacing them with medium-sized non-combat facilities at a rate of three corvettes or one frigate per facility (a maximum of four additional operational facilities at the expense of no navy).

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. 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.

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. However, they can possess planet-wide influence (but not dictate planetary policy), in any method preferred. 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. 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.

6. All expansion of an approved faction that does not include member roster changes including technology must be approved by a factions administrator. This is to prevent rapid and unrealistic expansion of independent faction and to ensure faction remain balanced and fair beyond the initial approval period. Any faction found in violation of this ruling will be restricted from expanding for a certain period of time - established on a case by case basis - and potentially face their numbers being lowered depending on the severity of the infringement. Repeat offenders will have their factions shut down and archived indefinitely.

7. Members are only allowed to run one independent faction at any one time. By creating a new independent faction while leading a previous one, the older independent faction will be archived.

8. Characters already associated with an existing faction are only allowed to join another independent faction with admin approval.
 
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