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=== '''<u>Roleplay Rule 5: ''Believable Characters and Self-Antagonism''</u>'''<ref>We want our players to play believable characters, and also to create believable conflict with other players during the round. To this end, this rule was made.</ref> ===
The following must be true about <u>any</u> character you play on this server:


=== '''<u>Roleplay Rule 5: ''Believable Characters and Self-Antagonism''</u>'''<ref>We want our players to play believable characters, and also to create believable conflict with other players during the round. To this end, this rule was made.</ref> ===
* Is at least 18 years of age <u>and</u> physically and mentally mature
Your character must meet these standards:
* Is not a copy or direct reference to an existing character in media or a real person.
* Is a species from, or written to fit, the setting (You may draw inspiration from an existing character, story or species as long as this is true)
* Takes actions that are believable for someone existing in the setting. Self-antagging and validhunting are two examples of activities that are ''not'' believable, presented below, but they are not the ''only'' examples.  
* Does not use netspeak when speaking aloud (LOL, Lmao, :3, gyatt, etc. This is fine over PDA.)
* Values their job, their life, and the lives and feelings of others.


* Be at least 18 years of age and physically and mentally mature
Out-of-character feelings or behavior should not be a factor in interactions, conflict with characters should be fueled by IC reasons that come through interaction and reaction. Essentially, treat people in-character based off of who they are in-character, not based off of their role, or their status as an antagonist.
* Not be a copy or direct reference to an existing character in media or a real person.
* You may base your character’s species off of an existing character or species, but the species should be written to fit the setting.
* Should value their job, their life, and the lives and feelings of others at a believable level.


Avoid the use of netspeak, OOC mentions, and game-terms. Have in-game and in-character reasoning for the things that you do. When playing in conflict or opposition to others, such as by breaking Space Law as a non-antagonist, your actions should be believable of someone behaving in their workspace or community. If they aren't sufficiently believable, expect that you meet administrative action.
If you are displeased with the reputation your character has built with another character, you are expected to communicate out of character and come to an understanding before involving admins.


The reputation of characters should be an IC result of their IC actions, and personal OOC feelings or behavior should not be a factor in interactions. Essentially, treat people in-character based off of who they are in-character.
==== <u>Rules vs Policy, how do they interact?</u> ====
Space Law and Job Guides are in-character documents and violations should be handled by the appropriate roles where possible, such as crimes being solved by Security. However, repeated violations to the detriment of others’ experiences, especially as Command, are punishable with a job or server ban. Command staff, especially, are expected to act reasonably, as they are vital to the round and hold a lot of power over Crew.


If you are displeased with the reputation your character has built with another character, it is recommended to communicate OOC and come to an understanding. You can ask an admin to help moderate this discussion.
==== <u>Self-Antagonism</u> ====
Self antagonism is where a player, that is not an antagonist, breaks Space Law or Standard Operating Procedure, effectively making themselves an antagonist by pitting themselves against the rest of the station. In order to do this, a player must have strong in-character reasoning to do so, or have an accepted OPFOR. Exceptions may be made at admins' discretion for cases that apply the Discretion and Intervention rule.


Job Guides and Space Law are IC documents and violations should be handled IC where possible, but repeated violations, especially as command or to the detriment of others’ experience, can be punishable with a job or server ban. Problems with command staff not behaving in a reasonable manner should be treated OOCly if to a severe degree, as command staff are vital to station integrity and hold a lot of power over the crew.
===== <u>Valid-Hunting</u> =====
Valid-hunting specifically refers to pursuing a perceived antagonist or event character (though they need not actually be one) in order to disrupt them, as any role not specifically meant to be doing such, outside of Red Alert.<ref>Combat does not need to be initiated for this rule to apply. Non-combat actions such as following an antagonist around and harassing them can still be seen as validhunting. It is never validhunting to defend your life from a round-ending antagonist, such as an ascended heretic, blob, revolution, or nukies.</ref>


==== <u>Self-Antagonism</u> ====
It is always reasonable to defend yourself or someone close to you from imminent danger, or a station-wide threat, such as nuclear operatives, blob, and more. Should the danger not be imminent, it is at most permitted for a player to arm up, barricade, and prepare to protect themselves.
Self antagonism is where a player, that is not an antagonist, breaks Space Law or Standard Operating Procedure, effectively making themselves an antagonist by pitting themselves against the rest of the station. In order to do this, a player must have strong in-character reasoning to do so, or have an accepted OPFOR, otherwise they risk facing administrative action. Exceptions may be made at admins' discretion for cases that apply the Discretion and Intervention rule.


=== '''<u>Roleplay Rule 6: ''Victory is Secondary''</u>'''<ref>This one is pretty tough, and it's essentially for playing to win, rather than playing to create an engaging story. Killing all the antagonists in a round may be fun for you, Captain, but everyone's bored for the next 2 hours, and the antagonists are sad they didn't get to roleplay with anyone.</ref> ===
=== '''<u>Roleplay Rule 6: ''Victory is Secondary''</u>'''<ref>This one is pretty tough, and it's essentially for playing to win, rather than playing to create an engaging story. Killing all the antagonists in a round may be fun for you, Captain, but everyone's bored for the next 2 hours, and the antagonists are sad they didn't get to roleplay with anyone.</ref> ===
Playing with the sole intention of achieving/denying greentext (the victory condition for antags) is not allowed. Examples include:
Players may not take actions, or play in a way that prioritizes their own power above, or to the detriment of, all else: two examples of these sorts of actions, Godmodding and powergaming, are present below, though they are not the only examples of a violation of this rule. Any efforts to make the normal player more powerful should come with an equivalent contribution to roleplay.
 
===== <u>Godmodding</u> =====
Godmodding is where a player puts themselves into a state in which they are so powerful that they are ''effectively'' without counter, outside of cases that are designed to do such like Heretic ascensions.
 
Any role (including antagonists) is allowed to prepare, and use, what is available through that role to defend itself, ''assuming'' the situation warrants it, with some notable exceptions, for their ability to make a player nearly impossible to defeat<ref>Examples of where this rule applies will be included in the department's [https://wiki.bubberstation.org/Jobs Jobs] policy. An advantage need not be ''used'' or ''useful'' to be counted as  powergaming.</ref>.
 
===== <u>Powergaming</u> =====
Powergaming is the the act of using in-game mechanics, external information, and/or roleplay concepts to favor their own character/story, and give an undue advantage.


* Powergaming (using, often breaking into, multiple departments in order to grant yourself obscene advantages, abusing excessively powerful gear, et cetera),
Powergaming can take several forms, but it is generally rooted in “playing to win” or a focus on the game ''as a game''<ref>This primarily, but not ''exclusively,'' applies to playing to win.</ref> to the detriment, or instead, of roleplay. Playing your character, and allowing others to do so, should ''always'' take precedent over gameplay, no matter what position you are in. When a player extends beyond their role, or goes beyond what a reasonable character would do in order to gain an advantage, they are powergaming.  
* Validhunting (Chasing antagonists as a role that is not meant to be doing so),
* Killing an antagonist on the shuttle right before it takes off so they do not achieve their escape objective.


Conflict with characters should be fueled by IC reasons that come through interaction and reacting to their actions, not solely because of their role or status as an antag.
Remember, you are on this server to ''engage people'' and ''make stories.'' It is your responsibility to be considerate of, and contribute to, others' fun, not just your own.

Latest revision as of 19:43, 16 July 2024

Roleplay Rule 5: Believable Characters and Self-Antagonism[1]

The following must be true about any character you play on this server:

  • Is at least 18 years of age and physically and mentally mature
  • Is not a copy or direct reference to an existing character in media or a real person.
  • Is a species from, or written to fit, the setting (You may draw inspiration from an existing character, story or species as long as this is true)
  • Takes actions that are believable for someone existing in the setting. Self-antagging and validhunting are two examples of activities that are not believable, presented below, but they are not the only examples.
  • Does not use netspeak when speaking aloud (LOL, Lmao, :3, gyatt, etc. This is fine over PDA.)
  • Values their job, their life, and the lives and feelings of others.

Out-of-character feelings or behavior should not be a factor in interactions, conflict with characters should be fueled by IC reasons that come through interaction and reaction. Essentially, treat people in-character based off of who they are in-character, not based off of their role, or their status as an antagonist.

If you are displeased with the reputation your character has built with another character, you are expected to communicate out of character and come to an understanding before involving admins.

Rules vs Policy, how do they interact?

Space Law and Job Guides are in-character documents and violations should be handled by the appropriate roles where possible, such as crimes being solved by Security. However, repeated violations to the detriment of others’ experiences, especially as Command, are punishable with a job or server ban. Command staff, especially, are expected to act reasonably, as they are vital to the round and hold a lot of power over Crew.

Self-Antagonism

Self antagonism is where a player, that is not an antagonist, breaks Space Law or Standard Operating Procedure, effectively making themselves an antagonist by pitting themselves against the rest of the station. In order to do this, a player must have strong in-character reasoning to do so, or have an accepted OPFOR. Exceptions may be made at admins' discretion for cases that apply the Discretion and Intervention rule.

Valid-Hunting

Valid-hunting specifically refers to pursuing a perceived antagonist or event character (though they need not actually be one) in order to disrupt them, as any role not specifically meant to be doing such, outside of Red Alert.[2]

It is always reasonable to defend yourself or someone close to you from imminent danger, or a station-wide threat, such as nuclear operatives, blob, and more. Should the danger not be imminent, it is at most permitted for a player to arm up, barricade, and prepare to protect themselves.

Roleplay Rule 6: Victory is Secondary[3]

Players may not take actions, or play in a way that prioritizes their own power above, or to the detriment of, all else: two examples of these sorts of actions, Godmodding and powergaming, are present below, though they are not the only examples of a violation of this rule. Any efforts to make the normal player more powerful should come with an equivalent contribution to roleplay.

Godmodding

Godmodding is where a player puts themselves into a state in which they are so powerful that they are effectively without counter, outside of cases that are designed to do such like Heretic ascensions.

Any role (including antagonists) is allowed to prepare, and use, what is available through that role to defend itself, assuming the situation warrants it, with some notable exceptions, for their ability to make a player nearly impossible to defeat[4].

Powergaming

Powergaming is the the act of using in-game mechanics, external information, and/or roleplay concepts to favor their own character/story, and give an undue advantage.

Powergaming can take several forms, but it is generally rooted in “playing to win” or a focus on the game as a game[5] to the detriment, or instead, of roleplay. Playing your character, and allowing others to do so, should always take precedent over gameplay, no matter what position you are in. When a player extends beyond their role, or goes beyond what a reasonable character would do in order to gain an advantage, they are powergaming.

Remember, you are on this server to engage people and make stories. It is your responsibility to be considerate of, and contribute to, others' fun, not just your own.

  1. We want our players to play believable characters, and also to create believable conflict with other players during the round. To this end, this rule was made.
  2. Combat does not need to be initiated for this rule to apply. Non-combat actions such as following an antagonist around and harassing them can still be seen as validhunting. It is never validhunting to defend your life from a round-ending antagonist, such as an ascended heretic, blob, revolution, or nukies.
  3. This one is pretty tough, and it's essentially for playing to win, rather than playing to create an engaging story. Killing all the antagonists in a round may be fun for you, Captain, but everyone's bored for the next 2 hours, and the antagonists are sad they didn't get to roleplay with anyone.
  4. Examples of where this rule applies will be included in the department's Jobs policy. An advantage need not be used or useful to be counted as powergaming.
  5. This primarily, but not exclusively, applies to playing to win.