PART 1: RULES OF ENGAGEMENT
A Knight is expected to fight honorably, even when his opponents do not.
For Knights Of the Round Table, this means:
1) NO DIR SIL Do not cast a Silence 15' Radius centered on another character.
2) NO DIR DIS Do not target an opponent with a Dispel Magic unless an ally is
also targeted.
3) NO FEEB OR CONFUSION Do not cast Feeblemind or Confusion spells on another
character unless that character casts them first (either in the current battle,
or in a recent battle with an ally).
4) NO RE-ENTERING If you die in a PvP battle, do not return to that battle. If
you want to take revenge on your killer, you'll have to wait for the next
battle.
5) NO QTS OR CADDING Do not quit a battle in the middle to save yourself.
Fleeing the battle and killing the last monster are also somewhat cowardly, but
are much more acceptable.
6) NO JUMPING Announce thyself before entering a PvP. (for example, "ITB BadGuy,
you die now!" or "Desist or perish Dark One!!")
If an opponent casts a dir dis, the first two rules may be broken in
retaliation.
If an opponent re-enters, the first three rules may be broken in
retaliation.
PART 2: WHEN YOU ARE JUMPED
There are honorable and dishonorable ways to react to being jumped. Court Mages
are not held to the same high standards as Knights in this regard.
1) Try to stay in character if possible. Jumping is just one of the things that
evil characters do; you need not view the ambush as a personal attack.
2) Don't complain too much about being jumped. Evils, despite their nasty
behavior, can be quite sensitive about whining.
3) You should face your opponents even if you are outnumbered or unprepared.
Knights are expected to face combats without fear. However, when you are
leading or defending low-level characters, the situation is quite different. Do
whatever you can to end the fight quickly. Killing the monsters, or fleeing, is
usually easiest.
4) When a character who has been jumped asks for your help, you should come to
their aid as quickly as possible. Normally, this only applies if you are nearby
(in the same region). This does not mean that you should abandon your charges
if you are leading a party of low-level characters. You should attempt to help
even if you will find yourself greatly outnumbered.
PART 3: EXCERPTS FROM THE KORT CHARTER
KORT sees PvP as a necessary evil. It shall be used when it is deemed necessary.
Knights may resort to PvP when they have been Dishonered, when they witness an
Evil act, or in defense of a just cause. Childish insults do not constitute
"Dishonering"; there must truly be a stain upon one's honor. An example of a
Just Cause would be assisting a member of one of the good guilds if they were
ambushed; helping them hunt down an evil player "just for fun" or to set up
their OWN ambush would not qualify.
PART 4: THE KORT GUILD CHAMPION
All Knights are expected to uphold the seven Knightly virtues and never to
forget our Quest for Unity, even when faced with great evil. Our Champion, in
particular, should exemplify and uphold the ideals of KORT so that (s)he may
represent KORT both in challenges to individual combat and in battles for guild
honor. The Champion should be the finest warrior we have, and so other Knights
may challenge the Champion when this comes into question. It is also expected
that other Knights will be able to look to the Champion for advice, guidance,
and example, in matters of combat.
Among the Knightly virtues are Humility, Chivalry, Courtesy, Honor, and a
healthy distaste for PvP tempered by the knowledge that it is a necessary evil.
So, the Champion should take a Defensive stance rather than an Aggressive one.
However, the Guild Champion, especially, is expected to lead by example, not
only by words. More than for any other position in the guild, this means PvP is
expected.
In general, the Champion should not back down from a challenge when one is
offered, unless there is good reason to refuse it. A challenger who is beneath
his(her) dignity, or who is not of comparable status and power, can be and
probably should be ignored. The Champion has little to gain from victories,
except when fighting for guild honor, while the challenger has much to gain
("Look, I beat a champion, blah, blah, blah").
Organizing and/or leading bashes, tournaments, quests, region sweeps, and other
offensive moves is not necessarily the duty of the Champion. And most Knights
will be expected to defend their own honor if they are able, if and when that
becomes necessary. The Champion should help the other Knights to improve their
PvP skills, though. This could include advice or instruction in PvP strategies,
tactics, and spell choices. The Champion should also be consulted in other
combat-related issues, such as the exact location of the boundary between
honorable and dishonorable behavior in combat.
When another Knight believes (s)he is better suited for the title of Guild
Champion, (s)he may challenge the Champion to individual combat. A majority
vote by KORT's Guild Leaders may invalidate the challenge. The current Guild
Champion will decide the format and rules of the contest when a formal
challenge of this sort is issued, but (s)he may not choose a Deathmatch. The
Guild Champion must face the challenger withing two weeks, unless another
challenge is pending. Either contestant may request that a referee be present
during the contest. The contest should be announced in KORT's public folder so
that other Knights or interested parties may attend. A successful challenger
will immediately assume all the responsibilities and privileges of the office
of Guild Champion.
Version 1.1