Rule 6 Working Page

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Revision as of 13:57, 8 July 2024 by ReturnToZender (talk | contribs) (Changes the working page to show what was originally there for diff purposes, temporarily)

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.