8th September 2007, 10:39 PM
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#1 (permalink)
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| When a problem comes along, you must whip it
Join Date: Aug 2007 Shard: Europa
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| The Roleplaying Rules One of my favourite things about Europa is the amount of Role-Playing that goes on within the community. I recently started an archer and would like to put him into a RP Guild. While I love the fact that Role-Playing Rules have been able to be agreed upon on a shardwide basis I'm a little confusimigated....
When reading the rule's I came across certain thing's you can and can't do in RPvP, which makes perfect sense otherwise RP guild's would be no different than your average PK Guild. But when it comes to the parts about magical item's I'm a little stumped.
If trotting along on your own, hunting wascally wabbits or whatever takes your fancy, are you allowed magical weapons? Obviously it would be a little awkward if a rival guild member decided to attack with his run of the mill halberd and you had a 50% DI Bokuto. But I have a lot of magical items that I'm proud of and wouldn't even consider 'giving up'.
Is this down to the guilds own discretion? Are you allowed to carry items such as a horselord in certain non-town/city based guilds? I'd really like to know before applying for a guild membership for my self proclaimed 'gentleman archer'. Memento Mori |
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