Server Rules
Oct 17, 2023 16:54:46 GMT
Post by saturn on Oct 17, 2023 16:54:46 GMT
Anoma Roleplay
Server Rules
1. Each player must understand that the admins are not servants who are obliged to respond to our every request, they are all volunteers who value role play enough to give up their time and resources to create and nurture a server for other players, who also find value in it. Although a formal list of rules exist, ultimately it is the admins who decide what is allowed and what isn't.
2. Actions performed in character, and within the rules, must not lead to out of character confrontations, such as insults or even bragging.
3. All communication must be in the English language.
4. Each player understands that this is first and foremost a roleplay server; it is expected that you role play here. We must all adhere to the "spirit of roleplay."
Characters
5.1 A character must have a realistic name, suitable for the medieval setting and lore of Anoma Roleplay.
5.2 Characters must not be named after a real-life person, whether living or historical, or any fictional character across any genre.
5.3 Names must consist of a first name and a surname. Titles are not allowed, such as Sir_Francis
5.4 Troll characters are forbidden, including deliberately malformed faces.
5.5 Previous characters, which have been used in any earlier scenario, must not be brought back and used again. Any characters related to the previous characters are also forbidden.
5.6 Our own characters are not allowed to know each other in any way.
5.7 We are not allowed to transfer any items or money between your characters using third parties.
Roleplay
6.1 ERP (Erotic Role Play) is strictly forbidden. ERP can be defined as: "Roleplaying sexual activity, or romantic activity of a lewd, obscene or disgusting nature." Romance may be roleplayed, but anything else must either be FTB (Fade To Black). Any form of FTB requires out-of-character consent beforehand.
6.2 Torture RP is to be kept at an absolute minimum on the server, and is to be treated in much the same way as ERP is. Any form of FTB requires out-of-character consent beforehand.
Child Characters and Realism
7.1 Child characters are characters between the age of 10 and 16 years old. Past 16 and older you're an adult character
7.2 To play a child character you must include this in your accepted character bio. Child characters are shown on the server by the C_ tag before their name.
7.3 Child characters can not wield anything but short bows, hunting bows, one handed weapons and hunting crossbows. Armor is to not exceed tier 2
7.4 Child characters must beat competing rolls by at least 25, or they lose the roll. (These do not apply to rolls for pickpocketing.)
7.5 Every calendar month, a child character will age one year.
7.6 Once the character has reached the age of 16, they are no longer a child character. The player must create a ticket to remove the C_ tag.
7.7 When playing as an event character we are expected to adhere to the standards of roleplay, in any situation. Most essentially, staying in character and upholding the integrity of the event.
7.8 It's strictly forbidden to arm alt cahracters or invite any form of OOC connection to partake in any type of combat, this goes against the spirit of roleplay stated in rule 4.
In-Game Chat
8.1 The Out Of Character chat exists for the exchange of information to support the role play, not for casual conversation. Or for insulting or harassing players.
8.2 The Staff Chat (Backspace) is for communication between players and staff, it must not be abused.
Metagaming and power gaming
9.1 Metagaming describes a our use of real life knowledge, especially concerning the state of the game to determine our character's actions. Especially when this character has no knowledge or awareness of the situation.
9.2 Using the forums, Steam, Discord, TeamSpeak, LOOC or any other medium for communication or talking IRL to get knowledge about characters and using that information IC is metagaming.
9.3 Powergaming can be surmised as playing to win. Such as exploiting features of the game, that can be used unfairly, such as removing your clothes items during a chase to run faster, or deciding to fight another character, because you know the player is less skilled than you are. As a rule of thumb, if a scene begins, you should continue to wear the same clothes and weapons as it started in, you don't have magic pockets whenever it suits you.
9.4 Abusing the limitations of local chat to hear things that your character would not hear realistically is considered powergaming. Shouts can be heard through a door, talking is inaudible.
9.5 Failing to value life above death for your character is also powergaming, in most situations.
9.6 Failing to properly role play wounds is considered powergaming.
Glitching and Exploitation of bugs
10.1 Any bugs or glitches found in the module or the map should be reported to the staff team, exploiting these bugs is forbidden.
10.2 Walking up steep cliffs when one isn't able to do so in reality, is not allowed.
10.3 Glitching through doors that might not work correctly is not allowed and the malfunction should instead be reported to the staff team.
10.4 Using a horse to glitch through doors or walls is forbidden.
10.5 Using our inventory during a combat situation for any purpose other than equipping new ammunition or eating food is prohibited (e.g during a robbery, or a skirmish).
Getting into a fight
11.0 To enter combat using the warband engine, we must inform the other player(s) of our intention to fight, by typing in-game Looc // Combat warning. Then we must wait 10 seconds to allow the other party time to prepare. If the other party clearly shows that they are ready for combat (eg. Running away, drawing weapons,) we may fight.
11.1 Attacking players without a combat warning is not allowed, we need a reason to enter combat.
Wound Role Play
12.0 Wounds must be roleplayed; not roleplaying wounds is powergaming. Failing to properly roleplay wounds risks having the character be permanently killed, a CK.
12.1 Physicians/Surgeons/Herbalists are characters who have had their professions accepted in-forum. Only those with an approved Physician profession can treat wounds. Other characters may not do more than applying a simple bandage to stop the bleeding, and we must roll above 50.
12.2 After being KOed, your character must sit in place for no less than 3 minutes after which you can crawl/hobble away. Unless our character is being carried by an unwounded character.
12.3 If our character is KO'd, we can not fight or resist emotes for however long it takes for your wounds to be recovered.
12.4 If we carry/drag someone, we must toggle the walking animation on, and not carry any item in our hand.
Keep Assaults
13.0 On the map exist, 'safe-zones', characters inside a safe-zone can not be attacked without an accepted Keep Assault ticket, or the express permission of the faction's leader.
13.1 A faction that attacks during a keep assault, may have their keep counter attacked by the faction they were fighting.
Character Kills (CK)
14.0 A CK (Character Kill) is the permanent removal of our character from the server. From that moment on, our character is dead. Logging back on any CK'ed character is not allowed.
14.1 Character Kill Requests can be made via a ticket on the forum. A ticket must be accepted, for a character to CK another character.
14.2 Once our character has been CKed we are not allowed to transfer any of their items or gold to other players. Corpse looting is not allowed.
14.3 Characters can be force CKed if they are found to break server rules, as punishment, or failed to roleplay wounds.
Banditry
15.1 Banditry can only take place with 15+ players online, excluding the bandit and any "gang members" (eg. a group of 3 bandits will require at least 18 players online to rob players).
15.2 The looting rate is is 20% of the value as shown when a player shows purse, up to 3000.
15.3 We may not steal from a chest unless we have permission from staff.
15.4 Any act of banditry must be adequately roleplayed with the appropriate dialogue and emotes.
15.5 After any act of banditry, the players must escape and stay hidden from possible pursuers for at least 20 minutes before being allowed to log off.
15.6 Banditry can only be committed by characters with approved character biographies.
Horses
16.1 Owning a horse is a privilege; it must be used responsibly. For example, running over other players, or using it to block passageways.
16.2 We may not kill horses that stand in stables or anywhere else unless a staff member allows it. It's possible to write a CK ticket for a player's horse.
16.3 Horses can be whistled during combat, provided it is realistic to do so, and the appropriate stable is used.
16.4 Anyone who uses the horse to glitch through walls or doors, or to break any other rules will result in the immediate removal of the horse and additional punishments. Saying that you have the key to the door IC'ly, but not OOC'ly is not a valid excuse.
16.5 Horses may not be whistled to regain lost hit points. We may only dismiss our horse 15 minutes after combat has ended.
16.6 Horses that've been wounded/koed cannot be rewhistled for the duration of 24 hours as to roleplay the wounds of the horse. Rewhistling the horse before the appropriate timer has passed will result in horses being wounded for prolonged times or even dying outright.
Wealth Transfers
17.1 Wealth transfers are not allowed. A wealth transfer is defined as the act of transferring money or gear from one of our characters to another one of our characters. Participating in a wealth transfer by being a middleman between the characters is also forbidden.
17.2 Wealth transfers may be done by staff after our character has been CKed or permanently retired from the scenario. A proportion of the character's previous wealth (in both gold and items) may be transferred to a new character according to a new formula. Any wealth transfer must be conducted by staff. We may only receive one wealth transfer per character and can not combine different characters together.
Other general rules not covered by any of the above sections
18.2 Complaints both in-game and on the forums must be factual and reasonable.
18.3 Any voice communication should be done via the Official discord with Staff approval and supervision.
Lock Picking
19.1 Rolling Mechanic:
Roll d100
If the roll result is 70 or higher, the lock is successfully picked.
If the roll result is between 31 and 69, nothing happens, and the lock remains unpicked.
If the roll result is between 10 and 30, the lockpick gets stuck inside. Another roll is required.
If the subsequent roll result is below 50, the lockpick breaks.
If the subsequent roll result is 50 or higher, the lockpick gets out and can be used again.
If the roll result is below 10, the lockpick instantly breaks.
19.2 Each lockpicking attempt takes 10 minutes.
19.3 If the door belongs to a faction, a minimum of 6 players from that faction must be online.
19.4 Lockpicking attempts must be supervised by an admin to ensure fair play and adherence to the rules.
Hostility Tickets
20.1 Hostility tickets are required for any form of extensive conflict or persecution, in them you must state the reasons for the hostility, number of people involved and the final intentions. This is necessary for conflict between factions or organizations need to be overseed by an admin who will preestablish the needed requirements.
20.2 Upon activation by the assigned staff member the ticket remains active for the duration of 2 days.
Pickpocketing
21.1 Pickpocketing is where one emotes stealing money from the other character's pouch. This must be emoted and is determined by two rolls: a success roll and an amount roll. If the pickpocket succeeds in his/her roll, they must make another roll to dictate how much is taken. Whatever the number is in the second roll it must be divided by two, and that is the amount the pickpocket has successfully thieved.
21.2 Pickpocketing cannot be automatically discovered if the victim rolls higher, another roll will determine if the victim notices. If the victim rolls higher than the thief, the victim will discover this, and if not, they will not.
21.4 After the crime the pickpocket character is not allowed to log off until 10 minutes after the crime is finished and the character got save away.
21.4Pickpocketing should be done in a conspicious way, for example don't pickpocket someone on a podium giving a speech, or pickpocket a group of people you're talking to them.