Rule 6 Working Page: Difference between revisions

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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> ===
=== '''<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:
Your character must meet these standards:
 
* Be at least 18 years of age and physically and mentally mature
* 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.


* Is at least 18 years of age and physically and mentally mature
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.
* Is not a copy or direct reference to an existing character in media or a real person.
* Is a species written to fit the setting (You may draw inspiration from an existing character, story or species as long as this is true)
* Takes action that is believable for someone behaving in this workspace/community. (Self-antagging must, ''at the minimum,'' be believable)
* 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 at a believable level.


The reputation of characters should be an in-character result of their actions, and 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.<ref>Essentially, treat people in-character based off of who they are in-character.</ref>
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.


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 administration.
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>How do Rules and Policy Interact?</u> ====
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.
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>Self-Antagonism</u> ====
==== <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.
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>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.<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>
 
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.


=== '''<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> ===
Players may not take actions, or play in a way, that prioritizes their own power above, or to the detriment of, all else; any efforts to make the player more powerful should come with an equivalent contribution to roleplay. Some definitions are below, though this is by no means a comprehensive list.
Playing with the sole intention of achieving/denying greentext (the victory condition for antags) is not allowed. Examples include:
 
===== <u>Godmodding</u> =====
Godmodding is where a player extends beyond their role, or goes beyond what a reasonable character would do in order to gain an advantage.
 
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>How much is too much?</u><ref>This rule of thumb is created using deathsquad members as a rough idea of how powerful an individual player should be.</ref> ======
* Powergaming (using, often breaking into, multiple departments in order to grant yourself obscene advantages, abusing excessively powerful gear, et cetera),
If a player, through any combination or single item, can kill in less than three attacks with only damage, or has at least 80% armor protection in more than one (1) category, outside of intended cases, then they are in violation of this rule.
* 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.


===== <u>Blueballing</u> =====
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.
Blueballing refers to the practice of killing a target, or an antagonist, ''immediately'' before round end, to either facilitate victory, or prevent it. Don't be the type of player that does this.

Revision as of 13:57, 8 July 2024

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

Your character must meet these standards:

  • Be at least 18 years of age and physically and mentally mature
  • 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.

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.

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.

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.

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, otherwise they risk facing administrative action. Exceptions may be made at admins' discretion for cases that apply the Discretion and Intervention rule.

Roleplay Rule 6: Victory is Secondary[2]

Playing with the sole intention of achieving/denying greentext (the victory condition for antags) is not allowed. Examples include:

  • Powergaming (using, often breaking into, multiple departments in order to grant yourself obscene advantages, abusing excessively powerful gear, et cetera),
  • 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.

  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. 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.