Re: Inviolate NAP, First Draft
Let me clarify that we are not discussing "punishment" or "consequences" or the merits and demerits of "NAP breaking", or making a list of NAP breakers. This is just a template for like minded players who wish to have some clarity for NAPs. Anyone can use the template and modify it however they wish. This is a very standard set of "guidelines" that "non-roleplaying" players have been using. Different players may have slightly different views, but much of the spirit of the this NAP is already being followed. I myself have adhered to this code, and I actually impose stricter rules on myself in my agreements.
Most problems occur when you make say NAP-20. So the experienced players mostly make NAP-3 only, sometimes NAP-6. There is no need to violate NAPs when you can attack in just 3 short turns.
Even if you have "conflicting" NAPs, if you only have NAP-3 or even NAP-6, why can't both mutual defense treaty and NAP be served by waiting 3 turns to attack?
Last edited by LoloMo; September 6th, 2008 at 01:49 AM..
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