Difference between revisions of "Reguloj de la ludo"

From Cantr II Wiki
Jump to: navigation, search
(translation)
 
Line 1: Line 1:
 
La regulojn de Kantr respektigas la [[Players Department|Fako de Ludantoj<sup>[en]</sup>]] kaj difinas la [[Game Administration Council|Ludadministra Konsilantaro<sup>[en]</sup>]]. Notu ke la teksto malsupren ne estas oficiala versio de la reguloj, ĉar tiun paĝon ĉiu ajn povas redakti.
 
La regulojn de Kantr respektigas la [[Players Department|Fako de Ludantoj<sup>[en]</sup>]] kaj difinas la [[Game Administration Council|Ludadministra Konsilantaro<sup>[en]</sup>]]. Notu ke la teksto malsupren ne estas oficiala versio de la reguloj, ĉar tiun paĝon ĉiu ajn povas redakti.
  
[[Game Rules|Game Rules]] ''(English version)''<br />
+
[[Game Rules]] ''(English version)''<br />
[[Zasady Gry|Polska Wersja]] ''(Polish version)''
+
[[Zasady Gry]] ''(Polska Wersja)''
  
 +
==Ĉefregulo==
  
<!--the rules in Cantr are enforced by the [[Players Department]] and set by the [[Game Administration Council]]. Note that the text below is not the authoritative representation of the rules, since this page can be edited by anyone.
+
La ĉefregulo estas la plej grava regulo, kiu regas interagadon inter roluloj en Kantr-2.
  
[[Zasady Gry|Polska Wersja]] ''(Polish version)''
+
Kvankam ĉiu ludanto estas permesata havi multajn rolulojn, tiuj roluloj DEVAS agi kiel apartaj kaj unuopaj roluloj. Tio havas kelkajn konsekvencojn por la ludo:
== Capital Rule ==
 
  
There is one rule that governs the interaction among the characters in Cantr II.  
+
*Viaj roluloj ne estas aŭtomate familio, klano, tribo, armeo, firmao, ktp - ili ne nepre estas eĉ amikoj. Ili devus havi siajn proprajn interesojn kaj celojn. Ili ne devus koni unu la alian, krom se okazas ke ili renkontas sin. Se du el viaj roluloj interagus, ili devus tiel fari kiel ĉiu zorgas siajn proprajn interesojn kaj celojn, esence, tiele kiel la alian rolulon ludus fremdulo. Priskribante viajn rolulojn kiel familion, kunigante ĉiuj viajn rolulojn en armeon, aŭ kreante rolulon nur por produkti bonojn aŭ provizi servojn pro la bono de alia el viaj roluloj, ĉiuj tiuj agadoj rompos tiun aspekton de la Ĉefregulo.
  
While each individual [[player]] is allowed to have multiple characters, those characters MUST be separate and distinct individuals. This has several ramifications for the game:
+
* Viaj roluloj ne aŭtomate scias, kion viaj aliaj roluloj estas vidinta aŭ farinta. Se vi havas rolulon en urbo, tiu rolulon ne devus scii ke okazis revolucion por faligi la imperiestrinon de alia urbo kaj estigi demokracion, ĝis iun vojaĝas de tiu urbo al la unua, por disvastigi la novaĵojn, eĉ se vi havas alian rolulon en la urbo de la imperiestrino. Priparoli okazintaĵojn kiuj okazis en alia loko, antaŭ ol la novaĵo jam disvastigis per enludaj metodoj estas rompo de la Ĉefregulo.
 
+
<!--
* Your characters are not automatically a family, a clan, a tribe, an army, a company, or so on - not necessarily even friends. They should have their own interests and goals. They should not know each other unless they happen to meet. If two of your characters interact, they should do so as though each were looking out for their own interests and goals - essentially, as though the other character were being played by a stranger. Describing your characters as a family, banding all of your characters together to form an army, or starting a character solely to produce goods or perform services for the benefit of another one of your characters (making a `mule` character) are all violations of this aspect of the Capital Rule.
 
 
* Your characters do not automatically know what your other characters have seen or done. If you have a character in a city, that character should not know that there`s been a revolution to overthrow the empress of another town and establish democracy until someone travels from the latter city to the first to spread the news, even if you have another character in the empress's city. Discussing events that happened elsewhere before the news has spread by in-game means is a violation of this aspect of the Capital Rule.  
 
* Your characters do not automatically know what your other characters have seen or done. If you have a character in a city, that character should not know that there`s been a revolution to overthrow the empress of another town and establish democracy until someone travels from the latter city to the first to spread the news, even if you have another character in the empress's city. Discussing events that happened elsewhere before the news has spread by in-game means is a violation of this aspect of the Capital Rule.  
 
* Similarly, a multi-location organization should not exist without some member of the organization fairly traveling from one location to the other - ABC Corporation should not open offices in two cities, unless someone travels from one of the two to the other to open the second office. The creation of organizations should take place in the game - not among your personal characters, and not offline among your friends who also play.  
 
* Similarly, a multi-location organization should not exist without some member of the organization fairly traveling from one location to the other - ABC Corporation should not open offices in two cities, unless someone travels from one of the two to the other to open the second office. The creation of organizations should take place in the game - not among your personal characters, and not offline among your friends who also play.  
Line 37: Line 36:
 
]]
 
]]
  
<!--The rules in Cantr are enforced by the [[Players Department]] and set by the [[Game Administration Council]]. Note that the text below is not the authoritative representation of the rules, since this page can be edited by anyone.
 
 
[[Zasady Gry|Polska Wersja]] ''(Polish version)''
 
== Capital Rule ==
 
 
There is one rule that governs the interaction among the characters in Cantr II.
 
 
While each individual [[player]] is allowed to have multiple characters, those characters MUST be separate and distinct individuals. This has several ramifications for the game:
 
 
* Your characters are not automatically a family, a clan, a tribe, an army, a company, or so on - not necessarily even friends. They should have their own interests and goals. They should not know each other unless they happen to meet. If two of your characters interact, they should do so as though each were looking out for their own interests and goals - essentially, as though the other character were being played by a stranger. Describing your characters as a family, banding all of your characters together to form an army, or starting a character solely to produce goods or perform services for the benefit of another one of your characters (making a `mule` character) are all violations of this aspect of the Capital Rule.
 
* Your characters do not automatically know what your other characters have seen or done. If you have a character in a city, that character should not know that there`s been a revolution to overthrow the empress of another town and establish democracy until someone travels from the latter city to the first to spread the news, even if you have another character in the empress's city. Discussing events that happened elsewhere before the news has spread by in-game means is a violation of this aspect of the Capital Rule.
 
* Similarly, a multi-location organization should not exist without some member of the organization fairly traveling from one location to the other - ABC Corporation should not open offices in two cities, unless someone travels from one of the two to the other to open the second office. The creation of organizations should take place in the game - not among your personal characters, and not offline among your friends who also play.
 
* You should also refrain from organizing events with your friends, who also play Cantr, outside of the game. This, although it may be hard to catch, is considered cheating as it presents an unfair advantage to the other characters in Cantr.
 
 
The Players Department is here to help with interpretation of the Capital Rule. If you`re not sure if something you`re about to do is a violation, ask first! If you think someone else is breaking the rule, the Players Department can investigate. The Department can be contacted by using the Contact Cantr II Departments form, which can be accessed through the main page or after you've logged in.
 
 
Although these do not fully capture the Capital Rule, a number of simple guidelines assist the Players Department in dealing with (likely) breaches:
 
* You are not allowed to have more than one character in the same organization.
 
* You are not allowed to have more than two characters on the same location.
 
* You are not allowed to ask friends out-of-character to help you with something in-character, or to quickly log in to help.
 
* You are not allowed to attack the same character by several of your own characters.
 
* You are not allowed to spread maps or other in-game information by out-of-character means, like your own website.
 
 
Although these rules help as simple guidelines, it should be emphasized that they do not replace the Capital Rule as such. The key is to understand the spirit of the Capital Rule, which is basically about roleplaying. When you play your characters, imagine diving into their skin, and think from their perspective. None of the actions of your characters should be on the basis of your knowledge as a player about other locations, fellow characters, or the history of the game, or on the basis of your communication with fellow players out-of-character. ''Play your character from his or her in-game experiences, with his or her in-game knowledge, and taking his or her in-game personality and interests in mind.'' There should be no difference between the interaction between your character and a perfect stranger and the interaction between your character and another character of yourself or of a friendly player.
 
 
=== Four-day Rule ===
 
 
Part of the capital rule is that you are not allowed to talk about any in-game developments on the forum or chat channel - or anywhere else, really - within the four days following the development. This is to avoid the spreading of news about upcoming attacks or exciting developments in the game before players have had a chance to experience these events through the eyes of their own characters.
 
 
[[Category:The Basics]]
 
 
-->
 
-->
  
 
<big><big>'''Verko daŭrota'''</big></big>
 
<big><big>'''Verko daŭrota'''</big></big>
 +
 +
[[Category:Fundamentoj]]
 +
[[Category:Esperanto]]

Revision as of 13:17, 30 March 2008

La regulojn de Kantr respektigas la Fako de Ludantoj[en] kaj difinas la Ludadministra Konsilantaro[en]. Notu ke la teksto malsupren ne estas oficiala versio de la reguloj, ĉar tiun paĝon ĉiu ajn povas redakti.

Game Rules (English version)
Zasady Gry (Polska Wersja)

Ĉefregulo

La ĉefregulo estas la plej grava regulo, kiu regas interagadon inter roluloj en Kantr-2.

Kvankam ĉiu ludanto estas permesata havi multajn rolulojn, tiuj roluloj DEVAS agi kiel apartaj kaj unuopaj roluloj. Tio havas kelkajn konsekvencojn por la ludo:

  • Viaj roluloj ne estas aŭtomate familio, klano, tribo, armeo, firmao, ktp - ili ne nepre estas eĉ amikoj. Ili devus havi siajn proprajn interesojn kaj celojn. Ili ne devus koni unu la alian, krom se okazas ke ili renkontas sin. Se du el viaj roluloj interagus, ili devus tiel fari kiel ĉiu zorgas siajn proprajn interesojn kaj celojn, esence, tiele kiel la alian rolulon ludus fremdulo. Priskribante viajn rolulojn kiel familion, kunigante ĉiuj viajn rolulojn en armeon, aŭ kreante rolulon nur por produkti bonojn aŭ provizi servojn pro la bono de alia el viaj roluloj, ĉiuj tiuj agadoj rompos tiun aspekton de la Ĉefregulo.
  • Viaj roluloj ne aŭtomate scias, kion viaj aliaj roluloj estas vidinta aŭ farinta. Se vi havas rolulon en urbo, tiu rolulon ne devus scii ke okazis revolucion por faligi la imperiestrinon de alia urbo kaj estigi demokracion, ĝis iun vojaĝas de tiu urbo al la unua, por disvastigi la novaĵojn, eĉ se vi havas alian rolulon en la urbo de la imperiestrino. Priparoli okazintaĵojn kiuj okazis en alia loko, antaŭ ol la novaĵo jam disvastigis per enludaj metodoj estas rompo de la Ĉefregulo.

Verko daŭrota