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		<title>Server Rules</title>
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		<summary type="html">&lt;p&gt;Pot of Stew: /* On Avoiding Unnecessary Intrusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Missing Role Exploitation:&#039;&#039;&#039; Do not exploit times where a role might be missing to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded OR when the owner is not present in the round.&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. See [[Setting Expectations]].&lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts. &lt;br /&gt;
* Using LLMs or other tools to do most of your writing for you is frowned upon. You must be the primary writer. Using it for touch-ups, in the form of light augmentation, grammar correction, and reformatting, is acceptable.&lt;br /&gt;
* The artwork for your character’s portrait should remain relatively tasteful. While it may be somewhat risqué, avoid excessive sexualization, i.e. no nipple slips or images where sexual body parts dominate the composition. Showing cleavage or even having a thigh-up is acceptable, given that the aforementioned constraints are respected.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of all their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. &amp;lt;u&amp;gt;While erotic interactions between characters may occur, including both in private and public locations, please respect those scenes unless intervention is clearly justified for the plot, especially when they are not disruptive or absurdly noisy.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially if they are not absurdly loud or disruptive enough to demand intervention.&amp;lt;/u&amp;gt;&#039;&#039;&#039; Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character.&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to those involved, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, you &#039;&#039;&#039;must&#039;&#039;&#039; give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Certain important roles,&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;&#039;which typically have limited slots and&#039;&#039;&#039; &#039;&#039;&#039;carry significant responsibility to a faction, should not be treated like standard adventurer roles.&#039;&#039;&#039; Think &amp;quot;special&amp;quot; factional roles, such as templars or knights, rather than anything mundane. This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, for these certain important roles, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; At minimum, keep scenes to reasonable lengths, especially during busy rounds, unless you know you&#039;re not needed. In emergencies, be ready to leave quickly or accept IC consequences for dereliction of duty. Not every callout needs to be answered, but consistently ignoring duty across rounds or engaging in a prolonged scene during an emergency can be treated as a rule break. In very low-population rounds where nothing is happening, do as you will unless you are truly needed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in &amp;lt;u&amp;gt;certain important roles&amp;lt;/u&amp;gt; (e.g., a princess, knights, etc.) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. &#039;&#039;&#039;If you cannot see their OOC notes, never assume. Always LOOC first.&#039;&#039;&#039; While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, real-world animal, regardless of how sentient it is. This does not pertain to anthropomorphs, werewolves, or other fictional monsters that possess sapience such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# Abide by [[Setting Expectations]].&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Server_Rules&amp;diff=973</id>
		<title>Server Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Server_Rules&amp;diff=973"/>
		<updated>2026-03-25T19:57:22Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* On Avoiding Unnecessary Intrusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Missing Role Exploitation:&#039;&#039;&#039; Do not exploit times where a role might be missing to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded OR when the owner is not present in the round.&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. See [[Setting Expectations]].&lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts. &lt;br /&gt;
* Using LLMs or other tools to do most of your writing for you is frowned upon. You must be the primary writer. Using it for touch-ups, in the form of light augmentation, grammar correction, and reformatting, is acceptable.&lt;br /&gt;
* The artwork for your character’s portrait should remain relatively tasteful. While it may be somewhat risqué, avoid excessive sexualization, i.e. no nipple slips or images where sexual body parts dominate the composition. Showing cleavage or even having a thigh-up is acceptable, given that the aforementioned constraints are respected.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of all their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. &amp;lt;u&amp;gt;While erotic interactions between characters may occur, including both in private and public locations, please respect those scenes unless intervention is clearly justified for the plot, especially when they are not disruptive or absurdly noisy.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially if they are not absurdly loud or disruptive enough to demand intervention.&amp;lt;/u&amp;gt;&#039;&#039;&#039; Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character.&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to those involved, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, you &#039;&#039;&#039;must&#039;&#039;&#039; give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Certain important roles,&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;&#039;which typically have limited slots and&#039;&#039;&#039; &#039;&#039;&#039;carry significant responsibility to a faction, should not be treated like standard adventurer roles.&#039;&#039;&#039; Think &amp;quot;special&amp;quot; factional roles, such as templars or knights, rather than anything mundane. This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, for these certain important roles, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; At minimum, keep scenes to reasonable lengths, especially during busy rounds, unless you know you&#039;re not needed. In emergencies, be ready to leave quickly or accept IC consequences for dereliction of duty. Not every callout needs to be answered, but consistently ignoring duty across rounds or engaging in a prolonged scene during an emergency can be treated as a rule break. In very low-population rounds where nothing is happening, do as you will unless you are truly needed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in &amp;lt;u&amp;gt;certain important roles&amp;lt;/u&amp;gt; (e.g., a princess, knights, etc.) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. &#039;&#039;&#039;If you cannot see their OOC notes, never assume. Always LOOC first.&#039;&#039;&#039; While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, real-world animal, regardless of how sentient it is. This does not pertain to anthropomorphs, werewolves, or other fictional monsters that possess sapience such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# Abide by [[Setting Expectations]].&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Server_Rules&amp;diff=972</id>
		<title>Server Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Server_Rules&amp;diff=972"/>
		<updated>2026-03-25T07:48:22Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* On Avoiding Unnecessary Intrusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Missing Role Exploitation:&#039;&#039;&#039; Do not exploit times where a role might be missing to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded OR when the owner is not present in the round.&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. See [[Setting Expectations]].&lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts. &lt;br /&gt;
* Using LLMs or other tools to do most of your writing for you is frowned upon. You must be the primary writer. Using it for touch-ups, in the form of light augmentation, grammar correction, and reformatting, is acceptable.&lt;br /&gt;
* The artwork for your character’s portrait should remain relatively tasteful. While it may be somewhat risqué, avoid excessive sexualization, i.e. no nipple slips or images where sexual body parts dominate the composition. Showing cleavage or even having a thigh-up is acceptable, given that the aforementioned constraints are respected.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of all their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially when they are not disruptive or absurdly noisy.&amp;lt;/u&amp;gt;&#039;&#039;&#039; This applies to both private and public scenes.&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially if they are not absurdly loud or disruptive enough to demand intervention.&amp;lt;/u&amp;gt;&#039;&#039;&#039; Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character.&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to those involved, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, you &#039;&#039;&#039;must&#039;&#039;&#039; give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Certain important roles,&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;&#039;which typically have limited slots and&#039;&#039;&#039; &#039;&#039;&#039;carry significant responsibility to a faction, should not be treated like standard adventurer roles.&#039;&#039;&#039; Think &amp;quot;special&amp;quot; factional roles, such as templars or knights, rather than anything mundane. This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, for these certain important roles, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; At minimum, keep scenes to reasonable lengths, especially during busy rounds, unless you know you&#039;re not needed. In emergencies, be ready to leave quickly or accept IC consequences for dereliction of duty. Not every callout needs to be answered, but consistently ignoring duty across rounds or engaging in a prolonged scene during an emergency can be treated as a rule break. In very low-population rounds where nothing is happening, do as you will unless you are truly needed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in &amp;lt;u&amp;gt;certain important roles&amp;lt;/u&amp;gt; (e.g., a princess, knights, etc.) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. &#039;&#039;&#039;If you cannot see their OOC notes, never assume. Always LOOC first.&#039;&#039;&#039; While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, real-world animal, regardless of how sentient it is. This does not pertain to anthropomorphs, werewolves, or other fictional monsters that possess sapience such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# Abide by [[Setting Expectations]].&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Server_Rules&amp;diff=971</id>
		<title>Server Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Server_Rules&amp;diff=971"/>
		<updated>2026-03-25T07:47:00Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* On Avoiding Unnecessary Intrusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Missing Role Exploitation:&#039;&#039;&#039; Do not exploit times where a role might be missing to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded OR when the owner is not present in the round.&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. See [[Setting Expectations]].&lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts. &lt;br /&gt;
* Using LLMs or other tools to do most of your writing for you is frowned upon. You must be the primary writer. Using it for touch-ups, in the form of light augmentation, grammar correction, and reformatting, is acceptable.&lt;br /&gt;
* The artwork for your character’s portrait should remain relatively tasteful. While it may be somewhat risqué, avoid excessive sexualization, i.e. no nipple slips or images where sexual body parts dominate the composition. Showing cleavage or even having a thigh-up is acceptable, given that the aforementioned constraints are respected.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of all their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially when they are not disruptive or absurdly noisy.&amp;lt;/u&amp;gt;&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially if they are not absurdly loud or disruptive enough to demand intervention.&amp;lt;/u&amp;gt;&#039;&#039;&#039; Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to those involved, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, you &#039;&#039;&#039;must&#039;&#039;&#039; give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Certain important roles,&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;&#039;which typically have limited slots and&#039;&#039;&#039; &#039;&#039;&#039;carry significant responsibility to a faction, should not be treated like standard adventurer roles.&#039;&#039;&#039; Think &amp;quot;special&amp;quot; factional roles, such as templars or knights, rather than anything mundane. This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, for these certain important roles, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; At minimum, keep scenes to reasonable lengths, especially during busy rounds, unless you know you&#039;re not needed. In emergencies, be ready to leave quickly or accept IC consequences for dereliction of duty. Not every callout needs to be answered, but consistently ignoring duty across rounds or engaging in a prolonged scene during an emergency can be treated as a rule break. In very low-population rounds where nothing is happening, do as you will unless you are truly needed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in &amp;lt;u&amp;gt;certain important roles&amp;lt;/u&amp;gt; (e.g., a princess, knights, etc.) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. &#039;&#039;&#039;If you cannot see their OOC notes, never assume. Always LOOC first.&#039;&#039;&#039; While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, real-world animal, regardless of how sentient it is. This does not pertain to anthropomorphs, werewolves, or other fictional monsters that possess sapience such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# Abide by [[Setting Expectations]].&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Server_Rules&amp;diff=970</id>
		<title>Server Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Server_Rules&amp;diff=970"/>
		<updated>2026-03-25T07:46:25Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* On Avoiding Unnecessary Intrusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Missing Role Exploitation:&#039;&#039;&#039; Do not exploit times where a role might be missing to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded OR when the owner is not present in the round.&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. See [[Setting Expectations]].&lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts. &lt;br /&gt;
* Using LLMs or other tools to do most of your writing for you is frowned upon. You must be the primary writer. Using it for touch-ups, in the form of light augmentation, grammar correction, and reformatting, is acceptable.&lt;br /&gt;
* The artwork for your character’s portrait should remain relatively tasteful. While it may be somewhat risqué, avoid excessive sexualization, i.e. no nipple slips or images where sexual body parts dominate the composition. Showing cleavage or even having a thigh-up is acceptable, given that the aforementioned constraints are respected.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of all their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially when they are not disruptive or absurdly noisy.&amp;lt;/u&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially if they are not absurdly loud or disruptive enough to demand intervention.&amp;lt;/u&amp;gt;&#039;&#039;&#039; Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to those involved, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, you &#039;&#039;&#039;must&#039;&#039;&#039; give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Certain important roles,&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;&#039;which typically have limited slots and&#039;&#039;&#039; &#039;&#039;&#039;carry significant responsibility to a faction, should not be treated like standard adventurer roles.&#039;&#039;&#039; Think &amp;quot;special&amp;quot; factional roles, such as templars or knights, rather than anything mundane. This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, for these certain important roles, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; At minimum, keep scenes to reasonable lengths, especially during busy rounds, unless you know you&#039;re not needed. In emergencies, be ready to leave quickly or accept IC consequences for dereliction of duty. Not every callout needs to be answered, but consistently ignoring duty across rounds or engaging in a prolonged scene during an emergency can be treated as a rule break. In very low-population rounds where nothing is happening, do as you will unless you are truly needed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in &amp;lt;u&amp;gt;certain important roles&amp;lt;/u&amp;gt; (e.g., a princess, knights, etc.) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. &#039;&#039;&#039;If you cannot see their OOC notes, never assume. Always LOOC first.&#039;&#039;&#039; While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, real-world animal, regardless of how sentient it is. This does not pertain to anthropomorphs, werewolves, or other fictional monsters that possess sapience such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# Abide by [[Setting Expectations]].&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Server_Rules&amp;diff=969</id>
		<title>Server Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Server_Rules&amp;diff=969"/>
		<updated>2026-03-23T18:19:57Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* High Power Means Higher Levels of Responsibility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Missing Role Exploitation:&#039;&#039;&#039; Do not exploit times where a role might be missing to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded OR when the owner is not present in the round.&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. See [[Setting Expectations]].&lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts. &lt;br /&gt;
* Using LLMs or other tools to do most of your writing for you is frowned upon. You must be the primary writer. Using it for touch-ups, in the form of light augmentation, grammar correction, and reformatting, is acceptable.&lt;br /&gt;
* The artwork for your character’s portrait should remain relatively tasteful. While it may be somewhat risqué, avoid excessive sexualization, i.e. no nipple slips or images where sexual body parts dominate the composition. Showing cleavage or even having a thigh-up is acceptable, given that the aforementioned constraints are respected.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of all their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially when they are not disruptive or absurdly noisy.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially if they are not absurdly loud or disruptive enough to demand intervention.&amp;lt;/u&amp;gt;&#039;&#039;&#039; Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to those involved, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, you &#039;&#039;&#039;must&#039;&#039;&#039; give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Certain important roles,&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;&#039;which typically have limited slots and&#039;&#039;&#039; &#039;&#039;&#039;carry significant responsibility to a faction, should not be treated like standard adventurer roles.&#039;&#039;&#039; Think &amp;quot;special&amp;quot; factional roles, such as templars or knights, rather than anything mundane. This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, for these certain important roles, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; At minimum, keep scenes to reasonable lengths, especially during busy rounds, unless you know you&#039;re not needed. In emergencies, be ready to leave quickly or accept IC consequences for dereliction of duty. Not every callout needs to be answered, but consistently ignoring duty across rounds or engaging in a prolonged scene during an emergency can be treated as a rule break. In very low-population rounds where nothing is happening, do as you will unless you are truly needed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in &amp;lt;u&amp;gt;certain important roles&amp;lt;/u&amp;gt; (e.g., a princess, knights, etc.) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. &#039;&#039;&#039;If you cannot see their OOC notes, never assume. Always LOOC first.&#039;&#039;&#039; While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# Abide by [[Setting Expectations]].&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Server_Rules&amp;diff=968</id>
		<title>Server Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Server_Rules&amp;diff=968"/>
		<updated>2026-03-13T06:18:50Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* Basic Server Standards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Missing Role Exploitation:&#039;&#039;&#039; Do not exploit times where a role might be missing to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded OR when the owner is not present in the round.&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. See [[Setting Expectations]].&lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts. &lt;br /&gt;
* Using LLMs or other tools to do most of your writing for you is frowned upon. You must be the primary writer. Using it for touch-ups, in the form of light augmentation, grammar correction, and reformatting, is acceptable.&lt;br /&gt;
* The artwork for your character’s portrait should remain relatively tasteful. While it may be somewhat risqué, avoid excessive sexualization, i.e. no nipple slips or images where sexual body parts dominate the composition. Showing cleavage or even having a thigh-up is acceptable, given that the aforementioned constraints are respected.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of all their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially when they are not disruptive or absurdly noisy.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially if they are not absurdly loud or disruptive enough to demand intervention.&amp;lt;/u&amp;gt;&#039;&#039;&#039; Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to those involved, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Certain important roles,&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;&#039;which typically have limited slots and&#039;&#039;&#039; &#039;&#039;&#039;carry significant responsibility to a faction, should not be treated like standard adventurer roles.&#039;&#039;&#039; Think &amp;quot;special&amp;quot; factional roles, such as templars or knights, rather than anything mundane. This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, for these certain important roles, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; At minimum, keep scenes to reasonable lengths, especially during busy rounds, unless you know you&#039;re not needed. In emergencies, be ready to leave quickly or accept IC consequences for dereliction of duty. Not every callout needs to be answered, but consistently ignoring duty across rounds or engaging in a prolonged scene during an emergency can be treated as a rule break. In very low-population rounds where nothing is happening, do as you will unless you are truly needed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in &amp;lt;u&amp;gt;certain important roles&amp;lt;/u&amp;gt; (e.g., a princess, knights, etc.) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. &#039;&#039;&#039;If you cannot see their OOC notes, never assume. Always LOOC first.&#039;&#039;&#039; While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# Abide by [[Setting Expectations]].&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Server_Rules&amp;diff=967</id>
		<title>Server Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Server_Rules&amp;diff=967"/>
		<updated>2026-03-13T06:18:38Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* Other Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Missing Role Exploitation:&#039;&#039;&#039; Do not exploit times where a role might be missing to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded OR when the owner is not present in the round.&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. See [[Setting Expectations]]&lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts. &lt;br /&gt;
* Using LLMs or other tools to do most of your writing for you is frowned upon. You must be the primary writer. Using it for touch-ups, in the form of light augmentation, grammar correction, and reformatting, is acceptable.&lt;br /&gt;
* The artwork for your character’s portrait should remain relatively tasteful. While it may be somewhat risqué, avoid excessive sexualization, i.e. no nipple slips or images where sexual body parts dominate the composition. Showing cleavage or even having a thigh-up is acceptable, given that the aforementioned constraints are respected.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of all their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially when they are not disruptive or absurdly noisy.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially if they are not absurdly loud or disruptive enough to demand intervention.&amp;lt;/u&amp;gt;&#039;&#039;&#039; Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to those involved, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Certain important roles,&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;&#039;which typically have limited slots and&#039;&#039;&#039; &#039;&#039;&#039;carry significant responsibility to a faction, should not be treated like standard adventurer roles.&#039;&#039;&#039; Think &amp;quot;special&amp;quot; factional roles, such as templars or knights, rather than anything mundane. This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, for these certain important roles, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; At minimum, keep scenes to reasonable lengths, especially during busy rounds, unless you know you&#039;re not needed. In emergencies, be ready to leave quickly or accept IC consequences for dereliction of duty. Not every callout needs to be answered, but consistently ignoring duty across rounds or engaging in a prolonged scene during an emergency can be treated as a rule break. In very low-population rounds where nothing is happening, do as you will unless you are truly needed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in &amp;lt;u&amp;gt;certain important roles&amp;lt;/u&amp;gt; (e.g., a princess, knights, etc.) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. &#039;&#039;&#039;If you cannot see their OOC notes, never assume. Always LOOC first.&#039;&#039;&#039; While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# Abide by [[Setting Expectations]].&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Server_Rules&amp;diff=966</id>
		<title>Server Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Server_Rules&amp;diff=966"/>
		<updated>2026-03-13T06:17:05Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* On Duty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Missing Role Exploitation:&#039;&#039;&#039; Do not exploit times where a role might be missing to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded OR when the owner is not present in the round.&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts. &lt;br /&gt;
* Using LLMs or other tools to do most of your writing for you is frowned upon. You must be the primary writer. Using it for touch-ups, in the form of light augmentation, grammar correction, and reformatting, is acceptable.&lt;br /&gt;
* The artwork for your character’s portrait should remain relatively tasteful. While it may be somewhat risqué, avoid excessive sexualization, i.e. no nipple slips or images where sexual body parts dominate the composition. Showing cleavage or even having a thigh-up is acceptable, given that the aforementioned constraints are respected.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of all their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially when they are not disruptive or absurdly noisy.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially if they are not absurdly loud or disruptive enough to demand intervention.&amp;lt;/u&amp;gt;&#039;&#039;&#039; Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to those involved, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Certain important roles,&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;&#039;which typically have limited slots and&#039;&#039;&#039; &#039;&#039;&#039;carry significant responsibility to a faction, should not be treated like standard adventurer roles.&#039;&#039;&#039; Think &amp;quot;special&amp;quot; factional roles, such as templars or knights, rather than anything mundane. This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, for these certain important roles, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; At minimum, keep scenes to reasonable lengths, especially during busy rounds, unless you know you&#039;re not needed. In emergencies, be ready to leave quickly or accept IC consequences for dereliction of duty. Not every callout needs to be answered, but consistently ignoring duty across rounds or engaging in a prolonged scene during an emergency can be treated as a rule break. In very low-population rounds where nothing is happening, do as you will unless you are truly needed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in &amp;lt;u&amp;gt;certain important roles&amp;lt;/u&amp;gt; (e.g., a princess, knights, etc.) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. &#039;&#039;&#039;If you cannot see their OOC notes, never assume. Always LOOC first.&#039;&#039;&#039; While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Server_Rules&amp;diff=965</id>
		<title>Server Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Server_Rules&amp;diff=965"/>
		<updated>2026-03-13T06:16:45Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* On Duty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Missing Role Exploitation:&#039;&#039;&#039; Do not exploit times where a role might be missing to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded OR when the owner is not present in the round.&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts. &lt;br /&gt;
* Using LLMs or other tools to do most of your writing for you is frowned upon. You must be the primary writer. Using it for touch-ups, in the form of light augmentation, grammar correction, and reformatting, is acceptable.&lt;br /&gt;
* The artwork for your character’s portrait should remain relatively tasteful. While it may be somewhat risqué, avoid excessive sexualization, i.e. no nipple slips or images where sexual body parts dominate the composition. Showing cleavage or even having a thigh-up is acceptable, given that the aforementioned constraints are respected.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of all their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially when they are not disruptive or absurdly noisy.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially if they are not absurdly loud or disruptive enough to demand intervention.&amp;lt;/u&amp;gt;&#039;&#039;&#039; Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to those involved, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Certain important roles,&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;&#039;which&#039;&#039;&#039; &#039;&#039;&#039;carry significant responsibility to a faction, typically with limited slots, should not be treated like standard adventurer roles.&#039;&#039;&#039; Think &amp;quot;special&amp;quot; factional roles, such as templars or knights, rather than anything mundane. This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, for these certain important roles, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; At minimum, keep scenes to reasonable lengths, especially during busy rounds, unless you know you&#039;re not needed. In emergencies, be ready to leave quickly or accept IC consequences for dereliction of duty. Not every callout needs to be answered, but consistently ignoring duty across rounds or engaging in a prolonged scene during an emergency can be treated as a rule break. In very low-population rounds where nothing is happening, do as you will unless you are truly needed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in &amp;lt;u&amp;gt;certain important roles&amp;lt;/u&amp;gt; (e.g., a princess, knights, etc.) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. &#039;&#039;&#039;If you cannot see their OOC notes, never assume. Always LOOC first.&#039;&#039;&#039; While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Server_Rules&amp;diff=964</id>
		<title>Server Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Server_Rules&amp;diff=964"/>
		<updated>2026-03-13T06:16:19Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* On Duty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Missing Role Exploitation:&#039;&#039;&#039; Do not exploit times where a role might be missing to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded OR when the owner is not present in the round.&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts. &lt;br /&gt;
* Using LLMs or other tools to do most of your writing for you is frowned upon. You must be the primary writer. Using it for touch-ups, in the form of light augmentation, grammar correction, and reformatting, is acceptable.&lt;br /&gt;
* The artwork for your character’s portrait should remain relatively tasteful. While it may be somewhat risqué, avoid excessive sexualization, i.e. no nipple slips or images where sexual body parts dominate the composition. Showing cleavage or even having a thigh-up is acceptable, given that the aforementioned constraints are respected.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of all their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially when they are not disruptive or absurdly noisy.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially if they are not absurdly loud or disruptive enough to demand intervention.&amp;lt;/u&amp;gt;&#039;&#039;&#039; Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to those involved, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Certain important roles,&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;&#039;which&#039;&#039;&#039; &#039;&#039;&#039;have notably limited slots and carry significant responsibility to a faction, should not be treated like standard adventurer roles.&#039;&#039;&#039; Think &amp;quot;special&amp;quot; factional roles, such as templars or knights, rather than anything mundane. This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, for these certain important roles, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; At minimum, keep scenes to reasonable lengths, especially during busy rounds, unless you know you&#039;re not needed. In emergencies, be ready to leave quickly or accept IC consequences for dereliction of duty. Not every callout needs to be answered, but consistently ignoring duty across rounds or engaging in a prolonged scene during an emergency can be treated as a rule break. In very low-population rounds where nothing is happening, do as you will unless you are truly needed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in &amp;lt;u&amp;gt;certain important roles&amp;lt;/u&amp;gt; (e.g., a princess, knights, etc.) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. &#039;&#039;&#039;If you cannot see their OOC notes, never assume. Always LOOC first.&#039;&#039;&#039; While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Server_Rules&amp;diff=963</id>
		<title>Server Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Server_Rules&amp;diff=963"/>
		<updated>2026-03-13T06:15:03Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* On Duty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Missing Role Exploitation:&#039;&#039;&#039; Do not exploit times where a role might be missing to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded OR when the owner is not present in the round.&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts. &lt;br /&gt;
* Using LLMs or other tools to do most of your writing for you is frowned upon. You must be the primary writer. Using it for touch-ups, in the form of light augmentation, grammar correction, and reformatting, is acceptable.&lt;br /&gt;
* The artwork for your character’s portrait should remain relatively tasteful. While it may be somewhat risqué, avoid excessive sexualization, i.e. no nipple slips or images where sexual body parts dominate the composition. Showing cleavage or even having a thigh-up is acceptable, given that the aforementioned constraints are respected.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of all their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially when they are not disruptive or absurdly noisy.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially if they are not absurdly loud or disruptive enough to demand intervention.&amp;lt;/u&amp;gt;&#039;&#039;&#039; Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to those involved, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Certain important roles,&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;&#039;which&#039;&#039;&#039; &#039;&#039;&#039;have notably limited slots and carry significant responsibility to a faction, should not be treated like standard adventurer roles.&#039;&#039;&#039; Think &amp;quot;special&amp;quot; factional roles, such as templars or knights, rather than anything bog standard like the warden. This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, for these certain important roles, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; At minimum, keep scenes to reasonable lengths, especially during busy rounds, unless you know you&#039;re not needed. In emergencies, be ready to leave quickly or accept IC consequences for dereliction of duty. Not every callout needs to be answered, but consistently ignoring duty across rounds or engaging in a prolonged scene during an emergency can be treated as a rule break. In very low-population rounds where nothing is happening, do as you will unless you are truly needed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in &amp;lt;u&amp;gt;certain important roles&amp;lt;/u&amp;gt; (e.g., a princess, knights, etc.) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. &#039;&#039;&#039;If you cannot see their OOC notes, never assume. Always LOOC first.&#039;&#039;&#039; While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Server_Rules&amp;diff=962</id>
		<title>Server Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Server_Rules&amp;diff=962"/>
		<updated>2026-03-13T06:14:24Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* On Duty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Missing Role Exploitation:&#039;&#039;&#039; Do not exploit times where a role might be missing to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded OR when the owner is not present in the round.&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts. &lt;br /&gt;
* Using LLMs or other tools to do most of your writing for you is frowned upon. You must be the primary writer. Using it for touch-ups, in the form of light augmentation, grammar correction, and reformatting, is acceptable.&lt;br /&gt;
* The artwork for your character’s portrait should remain relatively tasteful. While it may be somewhat risqué, avoid excessive sexualization, i.e. no nipple slips or images where sexual body parts dominate the composition. Showing cleavage or even having a thigh-up is acceptable, given that the aforementioned constraints are respected.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of all their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially when they are not disruptive or absurdly noisy.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially if they are not absurdly loud or disruptive enough to demand intervention.&amp;lt;/u&amp;gt;&#039;&#039;&#039; Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to those involved, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Certain important roles,&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;&#039;which&#039;&#039;&#039; &#039;&#039;&#039;have notably limited slots and carry significant responsibility to a faction, should not be treated like standard adventurer roles.&#039;&#039;&#039; Think &amp;quot;special&amp;quot; factional roles, such as templars or knights, rather than anything bog standard like the warden. This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, for these certain important roles, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; At minimum, keep scenes to reasonable lengths, especially during busy rounds, unless you know you&#039;re not needed. In emergencies, be ready to leave quickly or accept IC consequences for dereliction of duty. Not every callout needs to be answered, but consistently ignoring duty across rounds or engaging in a prolonged scene during an emergency can be treated as a rule break. In very low-population rounds where nothing is happening, do as you will unless you are needed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in &amp;lt;u&amp;gt;certain important roles&amp;lt;/u&amp;gt; (e.g., a princess, knights, etc.) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. &#039;&#039;&#039;If you cannot see their OOC notes, never assume. Always LOOC first.&#039;&#039;&#039; While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Server_Rules&amp;diff=961</id>
		<title>Server Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Server_Rules&amp;diff=961"/>
		<updated>2026-03-13T06:11:48Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Missing Role Exploitation:&#039;&#039;&#039; Do not exploit times where a role might be missing to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded OR when the owner is not present in the round.&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts. &lt;br /&gt;
* Using LLMs or other tools to do most of your writing for you is frowned upon. You must be the primary writer. Using it for touch-ups, in the form of light augmentation, grammar correction, and reformatting, is acceptable.&lt;br /&gt;
* The artwork for your character’s portrait should remain relatively tasteful. While it may be somewhat risqué, avoid excessive sexualization, i.e. no nipple slips or images where sexual body parts dominate the composition. Showing cleavage or even having a thigh-up is acceptable, given that the aforementioned constraints are respected.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of all their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially when they are not disruptive or absurdly noisy.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially if they are not absurdly loud or disruptive enough to demand intervention.&amp;lt;/u&amp;gt;&#039;&#039;&#039; Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to those involved, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Certain important roles,&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;&#039;which&#039;&#039;&#039; &#039;&#039;&#039;have notably limited slots and carry significant responsibility to a faction, should not be treated like standard adventurer roles.&#039;&#039;&#039; Think &amp;quot;special&amp;quot; factional roles, such as templars or knights, rather than anything bog standard like the warden. This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so when needed. At minimum, keep the scene to reasonable lengths, especially during busy rounds. In &#039;&#039;&#039;very low&#039;&#039;&#039; population rounds where nothing is happening, do as you will unless you are actually needed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in &amp;lt;u&amp;gt;certain important roles&amp;lt;/u&amp;gt; (e.g., a princess, knights, etc.) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. &#039;&#039;&#039;If you cannot see their OOC notes, never assume. Always LOOC first.&#039;&#039;&#039; While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=958</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=958"/>
		<updated>2026-02-26T05:08:55Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* On Duty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of all their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially when they are not disruptive or absurdly noisy.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially if they are not absurdly loud or disruptive enough to demand intervention.&amp;lt;/u&amp;gt;&#039;&#039;&#039; Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to those involved, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Certain important roles,&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;&#039;which&#039;&#039;&#039; &#039;&#039;&#039;have notably limited slots and carry significant responsibility to a faction, should not be treated like standard adventurer roles.&#039;&#039;&#039; Think &amp;quot;special&amp;quot; factional roles, such as templars or knights, rather than anything bog standard like the warden. This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so when needed. At minimum, keep the scene to reasonable lengths, especially during busy rounds. In &#039;&#039;&#039;very low&#039;&#039;&#039; population rounds where nothing is happening, do as you will unless you are actually needed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in &amp;lt;u&amp;gt;certain important roles&amp;lt;/u&amp;gt; (e.g., a princess, knights, etc.) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. &#039;&#039;&#039;If you cannot see their OOC notes, never assume. Always LOOC first.&#039;&#039;&#039; While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=957</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=957"/>
		<updated>2026-02-26T05:08:18Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* On Duty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of all their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially when they are not disruptive or absurdly noisy.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially if they are not absurdly loud or disruptive enough to demand intervention.&amp;lt;/u&amp;gt;&#039;&#039;&#039; Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to those involved, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Certain important roles,&amp;lt;/u&amp;gt;&#039;&#039;&#039; &#039;&#039;&#039;which&#039;&#039;&#039; &#039;&#039;&#039;have very limited slots and carry significant responsibility to a faction, should not be treated like standard adventurer roles.&#039;&#039;&#039; Think &amp;quot;special&amp;quot; factional roles, such as templars or knights, rather than anything bog standard like the warden. This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so when needed. At minimum, keep the scene to reasonable lengths, especially during busy rounds. In &#039;&#039;&#039;very low&#039;&#039;&#039; population rounds where nothing is happening, do as you will unless you are actually needed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in &amp;lt;u&amp;gt;certain important roles&amp;lt;/u&amp;gt; (e.g., a princess, knights, etc.) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. &#039;&#039;&#039;If you cannot see their OOC notes, never assume. Always LOOC first.&#039;&#039;&#039; While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=956</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=956"/>
		<updated>2026-02-25T16:17:24Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* On Avoiding Unnecessary Intrusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of all their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially when they are not disruptive or absurdly noisy.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, &#039;&#039;&#039;&amp;lt;u&amp;gt;especially if they are not absurdly loud or disruptive enough to demand intervention.&amp;lt;/u&amp;gt;&#039;&#039;&#039; Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to those involved, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Certain important roles&amp;lt;/u&amp;gt; have limited slots and carry significant responsibility, such as Knights and Templars, and should not be treated like standard adventurer roles.&#039;&#039;&#039; This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so when needed. At minimum, keep the scene to reasonable lengths, especially during busy rounds. In &#039;&#039;&#039;very low&#039;&#039;&#039; population rounds where nothing is happening, do as you will unless you are actually needed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in &amp;lt;u&amp;gt;certain important roles&amp;lt;/u&amp;gt; (e.g., a princess, knights, etc.) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. &#039;&#039;&#039;If you cannot see their OOC notes, never assume. Always LOOC first.&#039;&#039;&#039; While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Setting_Expectations&amp;diff=955</id>
		<title>Setting Expectations</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Setting_Expectations&amp;diff=955"/>
		<updated>2026-02-24T11:46:49Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* Internal Politics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Setting Expectations ==&lt;br /&gt;
You are expected to immerse yourself in a dark, brutal setting where strength and brutality reign supreme over virtue. Modern notions of justice, equality, and morality do not apply here. Instead, callousness, cold indifference, and often outright cruelty are the norm. Your character should be accustomed to this reality unless they are explicitly sheltered. If, out of character, you expect anything else, this is not the server for you. &lt;br /&gt;
&lt;br /&gt;
Do not approach this as a standard Space Station 13 server or a game of Dungeons &amp;amp; Dragons. You are not the hero. This is a medieval dark fantasy world with certain concessions made for gameplay and playability. You are expected to adapt your perspective and your approach to the setting, and to actively contribute to a more immersive and compelling experience, &#039;&#039;&#039;always in service of the Rule of Interesting.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Expected Player Approaches: ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;u&amp;gt;Do not self-insert.&amp;lt;/u&amp;gt;&#039;&#039;&#039; The modern individual is incompatible with the setting. You are playing a character, and neither your views nor those of others necessarily reflect the people behind them. If you behave like an actor on a stage, you’ll find deeper immersion in the world and find greater enjoyment. We do not want this to be merely a medieval-flavored SS13 server.&lt;br /&gt;
* &#039;&#039;&#039;Distrust of outsiders or &amp;quot;otherness&amp;quot; exists organically&#039;&#039;&#039; (e.g., disdain for foreign customs, species-based tensions). &lt;br /&gt;
** Avoid conflating these dynamics with real-world identities, i.e. sexual orientation, skin color, etc.&lt;br /&gt;
** While normally we would be fine with furry vs non-furry species dynamic, it causes too much OOC tension, so it is best to be avoided.&lt;br /&gt;
** Focus instead on in-universe divisions like fantasy race divides (Elf vs Human, Lupian vs Tabaxi, &amp;quot;Axians are criminals&amp;quot;, etc.), class divides (Yeoman vs Peasant), regional rivalries (Grenzelhoft vs Otava), clan loyalties, or magical corruption/tendencies (Magic vs Non-Magic).&lt;br /&gt;
* &#039;&#039;&#039;Slavery exists as a commonplace practice within the setting&#039;&#039;&#039;, and characters should treat it as such. Unless your character is extremely forward-thinking, you should not act be in active opposition. Opposition would require unusual circumstances: religious conviction, firsthand trauma, or strategic advantage. After all, Astrata believes in order and hierarchy.&lt;br /&gt;
* &#039;&#039;&#039;Respect the hierarchy.&#039;&#039;&#039; While nobody says you cannot be a disrespectful peasant, those within the established hierarchy from the Church to the Inquisition to the Keep &#039;&#039;&#039;typically&#039;&#039;&#039; have a vested interest in maintaining the hierarchy. Upholding noble authority is integral to their roles, and even foreign nobles are generally afforded greater privilege than local peasants. Though exceptions may arise depending on the ruler, or the absence of one, this remains the prevailing expectation of the setting.&lt;br /&gt;
* &#039;&#039;&#039;Brutality serves atmosphere, not shock value.&#039;&#039;&#039; Cruelty needs purpose: entertainment, intimidation, punishment, or showing factional ruthlessness among other things. It is particularly encouraged in cases where it may make a round more interesting for a captive. &lt;br /&gt;
* &#039;&#039;&#039;Keep your kindness in reserve as it&#039;s coins in your pouch.&#039;&#039;&#039; Kindness can exist cautiously such as protecting friends and other relations, currying favor, and so forth. However, this should not be handed out willy-nilly. By being more reserved with it, this makes acts of kindness stand out more vividly, especially in dark times like this, and makes it more impactful to the story. &lt;br /&gt;
** For example, your character should generally show little to no concern for the fate of criminals and beggars alike such as those in the dungeon or pillory. &amp;lt;u&amp;gt;Many such individuals expect this treatment&amp;lt;/u&amp;gt;, particularly within the setting. Unless there is a very strong, in-character justification beyond simple benevolence, particularly due to strong individual ties to said victim, intervention should be avoided. &#039;&#039;Playing a “white knight” is therefore inappropriate.&#039;&#039; Again, do not assume that every character desires assistance.&lt;br /&gt;
&lt;br /&gt;
== Faction Expectations ==&lt;br /&gt;
This is the general expectation between factions and faction members. It will solely be applied when the Rule of Interesting is &#039;&#039;&#039;clearly&#039;&#039;&#039; broken or in &#039;&#039;&#039;severe&#039;&#039;&#039; immersion breaks. Do not admin-help, just because you are salty that someone betrayed you. As long as you work to add to the roleplay of one another, we prefer to be hands-off and will only get involved in extraordinary cases.&lt;br /&gt;
&lt;br /&gt;
=== The Keep ===&lt;br /&gt;
&lt;br /&gt;
===== Internal Politics =====&lt;br /&gt;
The Keep is the most flexible faction when it comes to morality. They may be evil or good. However, they should generally attempt to align with the Duke, &#039;&#039;&#039;at least on the surface&#039;&#039;&#039;. In theory, you were picked by the Duke himself or one of his subordinates to serve him. However, this does not mean you cannot undermine the Duke or scheme against him. Rather, be smart. Be subtle.&lt;br /&gt;
&lt;br /&gt;
For instance, if you are sympathetic to Matthios and want to help said a captured bandit escape, you are allowed to do so. However, suddenly turning around and joining the bandits in the middle of battle for no real reason is frowned upon.&lt;br /&gt;
&lt;br /&gt;
===== External Politics =====&lt;br /&gt;
The Keep should strive to maintain good relations with the Church in order to preserve its legitimacy. Slaughtering the Church only weakens the Keep’s hold on power, as its authority is derived from the Prelate’s anointment. Eradicating the Church because it has grievances with individual members of the court is an extreme and self-destructive response, akin to resorting to the nuclear option immediately. If relations truly collapse and all other avenues fail, the Inquisition may be persuaded to turn against the Church through bribery or the promise of expanded power. &lt;br /&gt;
&lt;br /&gt;
==== Courtiers ====&lt;br /&gt;
&#039;&#039;&#039;Lore Considerations:&#039;&#039;&#039; The Duke or one of his subordinates has chosen you to serve him directly. He is what gives your realm and your own position legitimacy. Other neighboring nations may see your ruler as illegitimate and may invade if you are too overt. Furthermore, it may encourage peasants to become uppity which puts your own power in jeopardy&lt;br /&gt;
&lt;br /&gt;
* Courtiers may initially oppose the Duke through subterfuge and intrigue, using overt action or outside alliances only as a last resort—ideally eliminating him quietly through stealth or poisoning, and resorting to bargaining with other factions or a coup only if subtler means fail.&lt;br /&gt;
* Ultimately, Courtiers are encouraged to scheme, but you should also avoid being a constant nuisance. &#039;&#039;&#039;You should at least maintain a facade of loyalty.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Knights ====&lt;br /&gt;
&#039;&#039;&#039;Lore Considerations:&#039;&#039;&#039; The Duke has chosen you to serve him directly, and you have been in his service for a long time. You derive your honor, your legitimacy, and your wealth from him. Without him, no other lord will entrust you to them. Betraying him will make you an outcast among the nobility, even if he was hated, making you a &amp;quot;disgraced&amp;quot; knight. Only betray him if you think you must.&lt;br /&gt;
&lt;br /&gt;
* Knights should remain relatively steadfast to the Duke. You are not a templar or a mercenary, therefore your main loyalty should lay with the Duke. This does not mean you must be his lapdog, rather you should be less keen on betraying him outright.&lt;br /&gt;
* You should be more loyal than your average courtier or retinue member, but that does not mean you are fully infallible. Full betrayal is only encouraged if the Duke&#039;s actions directly affects you to an extraordinary degree or in a highly personal way. This should only be done in extreme instances. However, this does not mean you need to always work to the Duke&#039;s benefit.&lt;br /&gt;
* This does not mean you cannot join in on schemes, given that you work to be discreet. However, you should be risk-adverse, as being labeled for dishonor can be worse than death as a knight. You and your family would be marked for shame and shunning forever, leaving banditry your only option.&lt;br /&gt;
* You must actively participate in service of the Duke.&lt;br /&gt;
&lt;br /&gt;
==== Retinue ====&lt;br /&gt;
&lt;br /&gt;
* Regular Garrison members should generally be loyal to each other over outsiders. This does not mean they cannot treat each other poorly, but should be more likely to believe each other over an outsider.&lt;br /&gt;
* They should follow the chain of command, i.e. generally respect the members of court and their superiors on the surface, however, their loyalty is not expected to be as strong as the knights who have sworn oaths.&lt;br /&gt;
* Sustained failure to be paid for time worked is sufficient reason to desert or to betray. They may also abandon their duties for any other serious reasons.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Dungeoneers&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* The Dungeoneer is not an adventurer and should not be treated as one. Their primary responsibility is the care (or torment) of prisoners, which must take precedence over all other activities. They should make a consistent effort to interact with all prisoners, not only personal “favorites.” If prisoner numbers become unmanageable, interesting steps should be taken to address it to avoid neglect.&lt;br /&gt;
* In exchange for these responsibilities, the Dungeoneer is granted wide discretion and leeway in how prisoners are treated, with the expectation that prisoners remain actively roleplayed with. This means that &#039;&#039;&#039;white knighting is discouraged,&#039;&#039;&#039; unless you have a deep personal connection with the prisoner, i.e. see [[New Rules#On Avoiding Unnecessary Intrusion|On Avoiding Unnecessary Intrusion]]. &lt;br /&gt;
* Once custody of a prisoner is &#039;&#039;&#039;granted&#039;&#039;&#039; to the dungeoneer, all authority lies with the Dungeoneer. Do not interfere or attempt to claim a prisoner without permission. Members of the Keep, aside from the Duke, Hand, or Marshal, should not involve themselves in the Dungeoneer’s duties. The Dungeoneer is paid to torture prisoners they are given, and criminals are given little consideration.&lt;br /&gt;
* The Dungeoneer must avoid low quality interactions, see &amp;quot;[[New Rules#On Boring Mechanics Spam|On Boring Mechanics Spam]]&amp;quot; in the Rules.&lt;br /&gt;
&lt;br /&gt;
== Inquisition ==&lt;br /&gt;
&lt;br /&gt;
=== Internal Politics ===&lt;br /&gt;
The Inquisition is a flexible faction in terms of how it can be played, but it should always be portrayed as dangerous and intimidating. Its members can, and should, act corrupt and cruel beneath the banner of fanaticism, especially when doing so advances their cause or expands their power. They are not above making false accusations or conveniently overlooking heresy when it serves their interests. Sympathy toward perceived heretics should be rare to nonexistent, &#039;&#039;&#039;but this does not mean you must be overly inflexible.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For instance, pragmatic kindness can still be wielded as a weapon. This is not about enforcing a single style of play, but about preventing the Inquisition from being reduced to a soft, sentimental faction that shields heretics from the consequences of betraying their faith.  Above all else, the Inquisition should strive to be feared, fully willing to commit any acts, including heinous ones, in the name of the so-called “Greater Good” or simply their own self-interest.&lt;br /&gt;
&lt;br /&gt;
Members of the Inquisition must try to at least follow in the direction that the Head Inquisitor sets. While some dissent is appropriate, you should not be openly working against them as you have been working with them for years now. In only very rare instances where you are personally affected significantly, should you be rebelling and betraying the Head Inquisitor. Simply disagreeing with their methods towards heretic is not sufficient, as one is expected to be horrendously cruel to heretics. You are the Inquisition after all.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;External Politics&#039;&#039;&#039; ===&lt;br /&gt;
Unlike other factions, the Inquisition is not primarily concerned with maintaining the status quo. This makes them the most flexible and sometimes, the most dangerous. However, they should remember that they are outsiders in a foreign land and should conduct themselves accordingly. The Inquisition may ally with any faction that aligns with their interests, but they should act independently and avoid becoming easily entangled with any one group. Their primary goal is to side with whichever faction offers them the greatest advantage.&lt;br /&gt;
&lt;br /&gt;
== Church ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Internal Politics&#039;&#039;&#039; ===&lt;br /&gt;
The Church may serve as a cornerstone of morality within the realm, but this is not always guaranteed. It does not mean its members are incapable of corruption or wrongdoing. For example, turning a blind eye to events at the Keep might be justified in the name of the “Greater Good,” particularly with a goddess like Astrata that values order. This is not a world of black-and-white morality where no faction, not even the Church, is uniformly good. Like any other group, the Church is malleable and susceptible to corruption.&lt;br /&gt;
&lt;br /&gt;
Members should hold at least some loyalty to the Prelate with devotion generally increasing with rank. While dissent is allowed, openly opposing an institution central to your life should be approached with caution and strong cause. That said, loyalty does not require blind obedience. For instance, if the Prelate forbids healing without collecting mammons, quietly aiding those in need in accordance with your character’s religious teachings is entirely acceptable. Direct rebellion or betrayal of the Prelate should be reserved for only the most extraordinary circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Templars and Martyrs are devoted to the protection of the Church. Unless given other orders, they should prioritize defending the Church and remain nearby whenever possible.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;External Politics&#039;&#039;&#039; ===&lt;br /&gt;
The Church should strive to maintain strong relations with the Keep, even amid disagreements or unfortunate circumstances. After all, it was the Church that anointed the Duke. For instance, the treatment of criminals or accused heretics may not arouse concern on its own, but the mistreatment of free and true followers, possibly even foreigner, is another matter entirely and can justifiably strain relations if left unaddressed. This holds particularly true if it diminishes the influence of the Church.&lt;br /&gt;
&lt;br /&gt;
The Church may work alongside the Inquisition and even align with them against the Keep when pursuing a shared objective, but such arrangements should be approached with extreme caution. They may serve a common cause, yet they remain rivals to the Church’s authority and influence.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Others&#039;&#039;&#039; ==&lt;br /&gt;
Again, whether you are a Bandit, Wretch, or a Migrant group, you should typically be loyal as described above to your faction, especially the officially marked leader of said faction if one exists. This does not mean you cannot be cruel to one another, but you should not readily backstab each other either or go out of your way to kill each other or get in each other&#039;s way, especially for an outsider.&lt;br /&gt;
&lt;br /&gt;
== On Heresy ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&amp;lt;u&amp;gt;Not every heinous act is heresy.&amp;lt;/u&amp;gt;&#039;&#039; To be a heresy, it needs to be sacrilegious or be done on behalf of the Ascendant. Not every theft is an act of &amp;quot;Matthios&amp;quot;. Not every act of cannibalism is an act of &amp;quot;Graggar&amp;quot; either. Severity is not what determines heresy.&lt;br /&gt;
* Neither is every degenerate act an act of heresy. For instance, having an orgy alone at the brothel is not &amp;quot;Baothan&amp;quot;, however, having a drug-induced orgy on the Church altar and committing sacrilege is. &#039;&#039;&#039;Context matters, although that is not to say things could not be twisted to get rid of say a political rival.&#039;&#039;&#039; Rule of Interesting applies. &lt;br /&gt;
** While we want to reflect dark medieval times, we also want people to have fun, so being a homosexual does not make you a heretic, neither is being intersex.&lt;br /&gt;
* This is what the Inquisition is for: to figure out if a criminal given to them is a heretic or not. Again, not every murderer or rapist is a heretic. They are to look into the context of the situation, derive information they can from the one they&#039;re interrogating, and to figure out whom they worship. Although again, that is not to say they could not be corrupt or needlessly cruel, given it adds to the roleplay, i.e. Rule of Interesting. After all, false accusations can be part of roleplay if it leads to an interesting storyline and is not abused. Same goes with overlooking heresy.&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Setting_Expectations&amp;diff=954</id>
		<title>Setting Expectations</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Setting_Expectations&amp;diff=954"/>
		<updated>2026-02-24T11:40:26Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* Internal Politics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Setting Expectations ==&lt;br /&gt;
You are expected to immerse yourself in a dark, brutal setting where strength and brutality reign supreme over virtue. Modern notions of justice, equality, and morality do not apply here. Instead, callousness, cold indifference, and often outright cruelty are the norm. Your character should be accustomed to this reality unless they are explicitly sheltered. If, out of character, you expect anything else, this is not the server for you. &lt;br /&gt;
&lt;br /&gt;
Do not approach this as a standard Space Station 13 server or a game of Dungeons &amp;amp; Dragons. You are not the hero. This is a medieval dark fantasy world with certain concessions made for gameplay and playability. You are expected to adapt your perspective and your approach to the setting, and to actively contribute to a more immersive and compelling experience, &#039;&#039;&#039;always in service of the Rule of Interesting.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Expected Player Approaches: ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;u&amp;gt;Do not self-insert.&amp;lt;/u&amp;gt;&#039;&#039;&#039; The modern individual is incompatible with the setting. You are playing a character, and neither your views nor those of others necessarily reflect the people behind them. If you behave like an actor on a stage, you’ll find deeper immersion in the world and find greater enjoyment. We do not want this to be merely a medieval-flavored SS13 server.&lt;br /&gt;
* &#039;&#039;&#039;Distrust of outsiders or &amp;quot;otherness&amp;quot; exists organically&#039;&#039;&#039; (e.g., disdain for foreign customs, species-based tensions). &lt;br /&gt;
** Avoid conflating these dynamics with real-world identities, i.e. sexual orientation, skin color, etc.&lt;br /&gt;
** While normally we would be fine with furry vs non-furry species dynamic, it causes too much OOC tension, so it is best to be avoided.&lt;br /&gt;
** Focus instead on in-universe divisions like fantasy race divides (Elf vs Human, Lupian vs Tabaxi, &amp;quot;Axians are criminals&amp;quot;, etc.), class divides (Yeoman vs Peasant), regional rivalries (Grenzelhoft vs Otava), clan loyalties, or magical corruption/tendencies (Magic vs Non-Magic).&lt;br /&gt;
* &#039;&#039;&#039;Slavery exists as a commonplace practice within the setting&#039;&#039;&#039;, and characters should treat it as such. Unless your character is extremely forward-thinking, you should not act be in active opposition. Opposition would require unusual circumstances: religious conviction, firsthand trauma, or strategic advantage. After all, Astrata believes in order and hierarchy.&lt;br /&gt;
* &#039;&#039;&#039;Respect the hierarchy.&#039;&#039;&#039; While nobody says you cannot be a disrespectful peasant, those within the established hierarchy from the Church to the Inquisition to the Keep &#039;&#039;&#039;typically&#039;&#039;&#039; have a vested interest in maintaining the hierarchy. Upholding noble authority is integral to their roles, and even foreign nobles are generally afforded greater privilege than local peasants. Though exceptions may arise depending on the ruler, or the absence of one, this remains the prevailing expectation of the setting.&lt;br /&gt;
* &#039;&#039;&#039;Brutality serves atmosphere, not shock value.&#039;&#039;&#039; Cruelty needs purpose: entertainment, intimidation, punishment, or showing factional ruthlessness among other things. It is particularly encouraged in cases where it may make a round more interesting for a captive. &lt;br /&gt;
* &#039;&#039;&#039;Keep your kindness in reserve as it&#039;s coins in your pouch.&#039;&#039;&#039; Kindness can exist cautiously such as protecting friends and other relations, currying favor, and so forth. However, this should not be handed out willy-nilly. By being more reserved with it, this makes acts of kindness stand out more vividly, especially in dark times like this, and makes it more impactful to the story. &lt;br /&gt;
** For example, your character should generally show little to no concern for the fate of criminals and beggars alike such as those in the dungeon or pillory. &amp;lt;u&amp;gt;Many such individuals expect this treatment&amp;lt;/u&amp;gt;, particularly within the setting. Unless there is a very strong, in-character justification beyond simple benevolence, particularly due to strong individual ties to said victim, intervention should be avoided. &#039;&#039;Playing a “white knight” is therefore inappropriate.&#039;&#039; Again, do not assume that every character desires assistance.&lt;br /&gt;
&lt;br /&gt;
== Faction Expectations ==&lt;br /&gt;
This is the general expectation between factions and faction members. It will solely be applied when the Rule of Interesting is &#039;&#039;&#039;clearly&#039;&#039;&#039; broken or in &#039;&#039;&#039;severe&#039;&#039;&#039; immersion breaks. Do not admin-help, just because you are salty that someone betrayed you. As long as you work to add to the roleplay of one another, we prefer to be hands-off and will only get involved in extraordinary cases.&lt;br /&gt;
&lt;br /&gt;
=== The Keep ===&lt;br /&gt;
&lt;br /&gt;
===== Internal Politics =====&lt;br /&gt;
The Keep is the most flexible faction when it comes to morality. They may be evil or good. However, they should generally attempt to align with the Duke, &#039;&#039;&#039;at least on the surface&#039;&#039;&#039;. In theory, you were picked by the Duke himself or one of his subordinates to serve him. However, this does not mean you cannot undermine the Duke or scheme against him. Rather, be smart. Be subtle.&lt;br /&gt;
&lt;br /&gt;
For instance, if you are sympathetic to Matthios and want to help said a captured bandit escape, you are allowed to do so. However, suddenly turning around and joining the bandits in the middle of battle for no real reason is frowned upon.&lt;br /&gt;
&lt;br /&gt;
===== External Politics =====&lt;br /&gt;
The Keep should strive to maintain good relations with the Church in order to preserve its legitimacy. Slaughtering the Church only weakens the Keep’s hold on power, as its authority is derived from the Prelate’s anointment. Eradicating the Church because it has grievances with individual members of the court is an extreme and self-destructive response, akin to resorting to the nuclear option immediately. If relations truly collapse and all other avenues fail, the Inquisition may be persuaded to turn against the Church through bribery or the promise of expanded power. &lt;br /&gt;
&lt;br /&gt;
==== Courtiers ====&lt;br /&gt;
&#039;&#039;&#039;Lore Considerations:&#039;&#039;&#039; The Duke or one of his subordinates has chosen you to serve him directly. He is what gives your realm and your own position legitimacy. Other neighboring nations may see your ruler as illegitimate and may invade if you are too overt. Furthermore, it may encourage peasants to become uppity which puts your own power in jeopardy&lt;br /&gt;
&lt;br /&gt;
* Courtiers may initially oppose the Duke through subterfuge and intrigue, using overt action or outside alliances only as a last resort—ideally eliminating him quietly through stealth or poisoning, and resorting to bargaining with other factions or a coup only if subtler means fail.&lt;br /&gt;
* Ultimately, Courtiers are encouraged to scheme, but you should also avoid being a constant nuisance. &#039;&#039;&#039;You should at least maintain a facade of loyalty.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Knights ====&lt;br /&gt;
&#039;&#039;&#039;Lore Considerations:&#039;&#039;&#039; The Duke has chosen you to serve him directly, and you have been in his service for a long time. You derive your honor, your legitimacy, and your wealth from him. Without him, no other lord will entrust you to them. Betraying him will make you an outcast among the nobility, even if he was hated, making you a &amp;quot;disgraced&amp;quot; knight. Only betray him if you think you must.&lt;br /&gt;
&lt;br /&gt;
* Knights should remain relatively steadfast to the Duke. You are not a templar or a mercenary, therefore your main loyalty should lay with the Duke. This does not mean you must be his lapdog, rather you should be less keen on betraying him outright.&lt;br /&gt;
* You should be more loyal than your average courtier or retinue member, but that does not mean you are fully infallible. Full betrayal is only encouraged if the Duke&#039;s actions directly affects you to an extraordinary degree or in a highly personal way. This should only be done in extreme instances. However, this does not mean you need to always work to the Duke&#039;s benefit.&lt;br /&gt;
* This does not mean you cannot join in on schemes, given that you work to be discreet. However, you should be risk-adverse, as being labeled for dishonor can be worse than death as a knight. You and your family would be marked for shame and shunning forever, leaving banditry your only option.&lt;br /&gt;
* You must actively participate in service of the Duke.&lt;br /&gt;
&lt;br /&gt;
==== Retinue ====&lt;br /&gt;
&lt;br /&gt;
* Regular Garrison members should generally be loyal to each other over outsiders. This does not mean they cannot treat each other poorly, but should be more likely to believe each other over an outsider.&lt;br /&gt;
* They should follow the chain of command, i.e. generally respect the members of court and their superiors on the surface, however, their loyalty is not expected to be as strong as the knights who have sworn oaths.&lt;br /&gt;
* Sustained failure to be paid for time worked is sufficient reason to desert or to betray. They may also abandon their duties for any other serious reasons.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Dungeoneers&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* The Dungeoneer is not an adventurer and should not be treated as one. Their primary responsibility is the care (or torment) of prisoners, which must take precedence over all other activities. They should make a consistent effort to interact with all prisoners, not only personal “favorites.” If prisoner numbers become unmanageable, interesting steps should be taken to address it to avoid neglect.&lt;br /&gt;
* In exchange for these responsibilities, the Dungeoneer is granted wide discretion and leeway in how prisoners are treated, with the expectation that prisoners remain actively roleplayed with. This means that &#039;&#039;&#039;white knighting is discouraged,&#039;&#039;&#039; unless you have a deep personal connection with the prisoner, i.e. see [[New Rules#On Avoiding Unnecessary Intrusion|On Avoiding Unnecessary Intrusion]]. &lt;br /&gt;
* Once custody of a prisoner is &#039;&#039;&#039;granted&#039;&#039;&#039; to the dungeoneer, all authority lies with the Dungeoneer. Do not interfere or attempt to claim a prisoner without permission. Members of the Keep, aside from the Duke, Hand, or Marshal, should not involve themselves in the Dungeoneer’s duties. The Dungeoneer is paid to torture prisoners they are given, and criminals are given little consideration.&lt;br /&gt;
* The Dungeoneer must avoid low quality interactions, see &amp;quot;[[New Rules#On Boring Mechanics Spam|On Boring Mechanics Spam]]&amp;quot; in the Rules.&lt;br /&gt;
&lt;br /&gt;
== Inquisition ==&lt;br /&gt;
&lt;br /&gt;
=== Internal Politics ===&lt;br /&gt;
The Inquisition is a flexible faction in terms of how it can be played, but it should always be portrayed as dangerous and intimidating. Its members can, and should, act corrupt and cruel beneath the banner of fanaticism, especially when doing so advances their cause or expands their power. They are not above making false accusations or conveniently overlooking heresy when it serves their interests. Sympathy toward perceived heretics should be rare to nonexistent, but this does not mean you must be overly inflexible.&lt;br /&gt;
&lt;br /&gt;
For instance, pragmatic kindness can still be wielded as a weapon. This doesn’t require you to portray them as one-dimensional; it simply prevents the Inquisition from being treated as a soft, sentimental faction that protects heretics from consequences. Above all else, the Inquisition should strive to be feared, fully willing to commit heinous acts in the name of the so-called “Greater Good” or simply their own self-interest.&lt;br /&gt;
&lt;br /&gt;
Members of the Inquisition must try to at least follow in the direction that the Head Inquisitor sets. While some dissent is appropriate, you should not be openly working against them as you have been working with them for years now. In only very rare instances where you are personally affected significantly, should you be rebelling and betraying the Head Inquisitor. Simply disagreeing with their methods towards heretic is not sufficient, as one is expected to be horrendously cruel to heretics. You are the Inquisition after all.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;External Politics&#039;&#039;&#039; ===&lt;br /&gt;
Unlike other factions, the Inquisition is not primarily concerned with maintaining the status quo. This makes them the most flexible and sometimes, the most dangerous. However, they should remember that they are outsiders in a foreign land and should conduct themselves accordingly. The Inquisition may ally with any faction that aligns with their interests, but they should act independently and avoid becoming easily entangled with any one group. Their primary goal is to side with whichever faction offers them the greatest advantage.&lt;br /&gt;
&lt;br /&gt;
== Church ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Internal Politics&#039;&#039;&#039; ===&lt;br /&gt;
The Church may serve as a cornerstone of morality within the realm, but this is not always guaranteed. It does not mean its members are incapable of corruption or wrongdoing. For example, turning a blind eye to events at the Keep might be justified in the name of the “Greater Good,” particularly with a goddess like Astrata that values order. This is not a world of black-and-white morality where no faction, not even the Church, is uniformly good. Like any other group, the Church is malleable and susceptible to corruption.&lt;br /&gt;
&lt;br /&gt;
Members should hold at least some loyalty to the Prelate with devotion generally increasing with rank. While dissent is allowed, openly opposing an institution central to your life should be approached with caution and strong cause. That said, loyalty does not require blind obedience. For instance, if the Prelate forbids healing without collecting mammons, quietly aiding those in need in accordance with your character’s religious teachings is entirely acceptable. Direct rebellion or betrayal of the Prelate should be reserved for only the most extraordinary circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Templars and Martyrs are devoted to the protection of the Church. Unless given other orders, they should prioritize defending the Church and remain nearby whenever possible.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;External Politics&#039;&#039;&#039; ===&lt;br /&gt;
The Church should strive to maintain strong relations with the Keep, even amid disagreements or unfortunate circumstances. After all, it was the Church that anointed the Duke. For instance, the treatment of criminals or accused heretics may not arouse concern on its own, but the mistreatment of free and true followers, possibly even foreigner, is another matter entirely and can justifiably strain relations if left unaddressed. This holds particularly true if it diminishes the influence of the Church.&lt;br /&gt;
&lt;br /&gt;
The Church may work alongside the Inquisition and even align with them against the Keep when pursuing a shared objective, but such arrangements should be approached with extreme caution. They may serve a common cause, yet they remain rivals to the Church’s authority and influence.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Others&#039;&#039;&#039; ==&lt;br /&gt;
Again, whether you are a Bandit, Wretch, or a Migrant group, you should typically be loyal as described above to your faction, especially the officially marked leader of said faction if one exists. This does not mean you cannot be cruel to one another, but you should not readily backstab each other either or go out of your way to kill each other or get in each other&#039;s way, especially for an outsider.&lt;br /&gt;
&lt;br /&gt;
== On Heresy ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&amp;lt;u&amp;gt;Not every heinous act is heresy.&amp;lt;/u&amp;gt;&#039;&#039; To be a heresy, it needs to be sacrilegious or be done on behalf of the Ascendant. Not every theft is an act of &amp;quot;Matthios&amp;quot;. Not every act of cannibalism is an act of &amp;quot;Graggar&amp;quot; either. Severity is not what determines heresy.&lt;br /&gt;
* Neither is every degenerate act an act of heresy. For instance, having an orgy alone at the brothel is not &amp;quot;Baothan&amp;quot;, however, having a drug-induced orgy on the Church altar and committing sacrilege is. &#039;&#039;&#039;Context matters, although that is not to say things could not be twisted to get rid of say a political rival.&#039;&#039;&#039; Rule of Interesting applies. &lt;br /&gt;
** While we want to reflect dark medieval times, we also want people to have fun, so being a homosexual does not make you a heretic, neither is being intersex.&lt;br /&gt;
* This is what the Inquisition is for: to figure out if a criminal given to them is a heretic or not. Again, not every murderer or rapist is a heretic. They are to look into the context of the situation, derive information they can from the one they&#039;re interrogating, and to figure out whom they worship. Although again, that is not to say they could not be corrupt or needlessly cruel, given it adds to the roleplay, i.e. Rule of Interesting. After all, false accusations can be part of roleplay if it leads to an interesting storyline and is not abused. Same goes with overlooking heresy.&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Setting_Expectations&amp;diff=953</id>
		<title>Setting Expectations</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Setting_Expectations&amp;diff=953"/>
		<updated>2026-02-24T11:39:30Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* Internal Politics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Setting Expectations ==&lt;br /&gt;
You are expected to immerse yourself in a dark, brutal setting where strength and brutality reign supreme over virtue. Modern notions of justice, equality, and morality do not apply here. Instead, callousness, cold indifference, and often outright cruelty are the norm. Your character should be accustomed to this reality unless they are explicitly sheltered. If, out of character, you expect anything else, this is not the server for you. &lt;br /&gt;
&lt;br /&gt;
Do not approach this as a standard Space Station 13 server or a game of Dungeons &amp;amp; Dragons. You are not the hero. This is a medieval dark fantasy world with certain concessions made for gameplay and playability. You are expected to adapt your perspective and your approach to the setting, and to actively contribute to a more immersive and compelling experience, &#039;&#039;&#039;always in service of the Rule of Interesting.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Expected Player Approaches: ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;u&amp;gt;Do not self-insert.&amp;lt;/u&amp;gt;&#039;&#039;&#039; The modern individual is incompatible with the setting. You are playing a character, and neither your views nor those of others necessarily reflect the people behind them. If you behave like an actor on a stage, you’ll find deeper immersion in the world and find greater enjoyment. We do not want this to be merely a medieval-flavored SS13 server.&lt;br /&gt;
* &#039;&#039;&#039;Distrust of outsiders or &amp;quot;otherness&amp;quot; exists organically&#039;&#039;&#039; (e.g., disdain for foreign customs, species-based tensions). &lt;br /&gt;
** Avoid conflating these dynamics with real-world identities, i.e. sexual orientation, skin color, etc.&lt;br /&gt;
** While normally we would be fine with furry vs non-furry species dynamic, it causes too much OOC tension, so it is best to be avoided.&lt;br /&gt;
** Focus instead on in-universe divisions like fantasy race divides (Elf vs Human, Lupian vs Tabaxi, &amp;quot;Axians are criminals&amp;quot;, etc.), class divides (Yeoman vs Peasant), regional rivalries (Grenzelhoft vs Otava), clan loyalties, or magical corruption/tendencies (Magic vs Non-Magic).&lt;br /&gt;
* &#039;&#039;&#039;Slavery exists as a commonplace practice within the setting&#039;&#039;&#039;, and characters should treat it as such. Unless your character is extremely forward-thinking, you should not act be in active opposition. Opposition would require unusual circumstances: religious conviction, firsthand trauma, or strategic advantage. After all, Astrata believes in order and hierarchy.&lt;br /&gt;
* &#039;&#039;&#039;Respect the hierarchy.&#039;&#039;&#039; While nobody says you cannot be a disrespectful peasant, those within the established hierarchy from the Church to the Inquisition to the Keep &#039;&#039;&#039;typically&#039;&#039;&#039; have a vested interest in maintaining the hierarchy. Upholding noble authority is integral to their roles, and even foreign nobles are generally afforded greater privilege than local peasants. Though exceptions may arise depending on the ruler, or the absence of one, this remains the prevailing expectation of the setting.&lt;br /&gt;
* &#039;&#039;&#039;Brutality serves atmosphere, not shock value.&#039;&#039;&#039; Cruelty needs purpose: entertainment, intimidation, punishment, or showing factional ruthlessness among other things. It is particularly encouraged in cases where it may make a round more interesting for a captive. &lt;br /&gt;
* &#039;&#039;&#039;Keep your kindness in reserve as it&#039;s coins in your pouch.&#039;&#039;&#039; Kindness can exist cautiously such as protecting friends and other relations, currying favor, and so forth. However, this should not be handed out willy-nilly. By being more reserved with it, this makes acts of kindness stand out more vividly, especially in dark times like this, and makes it more impactful to the story. &lt;br /&gt;
** For example, your character should generally show little to no concern for the fate of criminals and beggars alike such as those in the dungeon or pillory. &amp;lt;u&amp;gt;Many such individuals expect this treatment&amp;lt;/u&amp;gt;, particularly within the setting. Unless there is a very strong, in-character justification beyond simple benevolence, particularly due to strong individual ties to said victim, intervention should be avoided. &#039;&#039;Playing a “white knight” is therefore inappropriate.&#039;&#039; Again, do not assume that every character desires assistance.&lt;br /&gt;
&lt;br /&gt;
== Faction Expectations ==&lt;br /&gt;
This is the general expectation between factions and faction members. It will solely be applied when the Rule of Interesting is &#039;&#039;&#039;clearly&#039;&#039;&#039; broken or in &#039;&#039;&#039;severe&#039;&#039;&#039; immersion breaks. Do not admin-help, just because you are salty that someone betrayed you. As long as you work to add to the roleplay of one another, we prefer to be hands-off and will only get involved in extraordinary cases.&lt;br /&gt;
&lt;br /&gt;
=== The Keep ===&lt;br /&gt;
&lt;br /&gt;
===== Internal Politics =====&lt;br /&gt;
The Keep is the most flexible faction when it comes to morality. They may be evil or good. However, they should generally attempt to align with the Duke, &#039;&#039;&#039;at least on the surface&#039;&#039;&#039;. In theory, you were picked by the Duke himself or one of his subordinates to serve him. However, this does not mean you cannot undermine the Duke or scheme against him. Rather, be smart. Be subtle.&lt;br /&gt;
&lt;br /&gt;
For instance, if you are sympathetic to Matthios and want to help said a captured bandit escape, you are allowed to do so. However, suddenly turning around and joining the bandits in the middle of battle for no real reason is frowned upon.&lt;br /&gt;
&lt;br /&gt;
===== External Politics =====&lt;br /&gt;
The Keep should strive to maintain good relations with the Church in order to preserve its legitimacy. Slaughtering the Church only weakens the Keep’s hold on power, as its authority is derived from the Prelate’s anointment. Eradicating the Church because it has grievances with individual members of the court is an extreme and self-destructive response, akin to resorting to the nuclear option immediately. If relations truly collapse and all other avenues fail, the Inquisition may be persuaded to turn against the Church through bribery or the promise of expanded power. &lt;br /&gt;
&lt;br /&gt;
==== Courtiers ====&lt;br /&gt;
&#039;&#039;&#039;Lore Considerations:&#039;&#039;&#039; The Duke or one of his subordinates has chosen you to serve him directly. He is what gives your realm and your own position legitimacy. Other neighboring nations may see your ruler as illegitimate and may invade if you are too overt. Furthermore, it may encourage peasants to become uppity which puts your own power in jeopardy&lt;br /&gt;
&lt;br /&gt;
* Courtiers may initially oppose the Duke through subterfuge and intrigue, using overt action or outside alliances only as a last resort—ideally eliminating him quietly through stealth or poisoning, and resorting to bargaining with other factions or a coup only if subtler means fail.&lt;br /&gt;
* Ultimately, Courtiers are encouraged to scheme, but you should also avoid being a constant nuisance. &#039;&#039;&#039;You should at least maintain a facade of loyalty.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Knights ====&lt;br /&gt;
&#039;&#039;&#039;Lore Considerations:&#039;&#039;&#039; The Duke has chosen you to serve him directly, and you have been in his service for a long time. You derive your honor, your legitimacy, and your wealth from him. Without him, no other lord will entrust you to them. Betraying him will make you an outcast among the nobility, even if he was hated, making you a &amp;quot;disgraced&amp;quot; knight. Only betray him if you think you must.&lt;br /&gt;
&lt;br /&gt;
* Knights should remain relatively steadfast to the Duke. You are not a templar or a mercenary, therefore your main loyalty should lay with the Duke. This does not mean you must be his lapdog, rather you should be less keen on betraying him outright.&lt;br /&gt;
* You should be more loyal than your average courtier or retinue member, but that does not mean you are fully infallible. Full betrayal is only encouraged if the Duke&#039;s actions directly affects you to an extraordinary degree or in a highly personal way. This should only be done in extreme instances. However, this does not mean you need to always work to the Duke&#039;s benefit.&lt;br /&gt;
* This does not mean you cannot join in on schemes, given that you work to be discreet. However, you should be risk-adverse, as being labeled for dishonor can be worse than death as a knight. You and your family would be marked for shame and shunning forever, leaving banditry your only option.&lt;br /&gt;
* You must actively participate in service of the Duke.&lt;br /&gt;
&lt;br /&gt;
==== Retinue ====&lt;br /&gt;
&lt;br /&gt;
* Regular Garrison members should generally be loyal to each other over outsiders. This does not mean they cannot treat each other poorly, but should be more likely to believe each other over an outsider.&lt;br /&gt;
* They should follow the chain of command, i.e. generally respect the members of court and their superiors on the surface, however, their loyalty is not expected to be as strong as the knights who have sworn oaths.&lt;br /&gt;
* Sustained failure to be paid for time worked is sufficient reason to desert or to betray. They may also abandon their duties for any other serious reasons.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Dungeoneers&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* The Dungeoneer is not an adventurer and should not be treated as one. Their primary responsibility is the care (or torment) of prisoners, which must take precedence over all other activities. They should make a consistent effort to interact with all prisoners, not only personal “favorites.” If prisoner numbers become unmanageable, interesting steps should be taken to address it to avoid neglect.&lt;br /&gt;
* In exchange for these responsibilities, the Dungeoneer is granted wide discretion and leeway in how prisoners are treated, with the expectation that prisoners remain actively roleplayed with. This means that &#039;&#039;&#039;white knighting is discouraged,&#039;&#039;&#039; unless you have a deep personal connection with the prisoner, i.e. see [[New Rules#On Avoiding Unnecessary Intrusion|On Avoiding Unnecessary Intrusion]]. &lt;br /&gt;
* Once custody of a prisoner is &#039;&#039;&#039;granted&#039;&#039;&#039; to the dungeoneer, all authority lies with the Dungeoneer. Do not interfere or attempt to claim a prisoner without permission. Members of the Keep, aside from the Duke, Hand, or Marshal, should not involve themselves in the Dungeoneer’s duties. The Dungeoneer is paid to torture prisoners they are given, and criminals are given little consideration.&lt;br /&gt;
* The Dungeoneer must avoid low quality interactions, see &amp;quot;[[New Rules#On Boring Mechanics Spam|On Boring Mechanics Spam]]&amp;quot; in the Rules.&lt;br /&gt;
&lt;br /&gt;
== Inquisition ==&lt;br /&gt;
&lt;br /&gt;
=== Internal Politics ===&lt;br /&gt;
The Inquisition is a flexible faction in terms of how it can be played, but it should always be portrayed as dangerous and intimidating. Its members can, and should, act corrupt and cruel beneath the banner of fanaticism, especially when doing so advances their cause or expands their power. They are not above making false accusations or conveniently overlooking heresy when it serves their interests. Sympathy toward perceived heretics should be rare to nonexistent, but this does not mean you must be overly inflexible. For instance, pragmatic kindness can still be wielded as a weapon. This doesn’t require you to portray them as one-dimensional; it simply prevents the Inquisition from being treated as a soft, sentimental faction that protects heretics from consequences. Above all else, the Inquisition should strive to be feared, fully willing to commit heinous acts in the name of the so-called “Greater Good” or simply their own self-interest.&lt;br /&gt;
&lt;br /&gt;
Members of the Inquisition must try to at least follow in the direction that the Head Inquisitor sets. While some dissent is appropriate, you should not be openly working against them as you have been working with them for years now. In only very rare instances where you are personally affected significantly, should you be rebelling and betraying the Head Inquisitor. Simply disagreeing with their methods towards heretic is not sufficient, as one is expected to be horrendously cruel to heretics. You are the Inquisition after all.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;External Politics&#039;&#039;&#039; ===&lt;br /&gt;
Unlike other factions, the Inquisition is not primarily concerned with maintaining the status quo. This makes them the most flexible and sometimes, the most dangerous. However, they should remember that they are outsiders in a foreign land and should conduct themselves accordingly. The Inquisition may ally with any faction that aligns with their interests, but they should act independently and avoid becoming easily entangled with any one group. Their primary goal is to side with whichever faction offers them the greatest advantage.&lt;br /&gt;
&lt;br /&gt;
== Church ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Internal Politics&#039;&#039;&#039; ===&lt;br /&gt;
The Church may serve as a cornerstone of morality within the realm, but this is not always guaranteed. It does not mean its members are incapable of corruption or wrongdoing. For example, turning a blind eye to events at the Keep might be justified in the name of the “Greater Good,” particularly with a goddess like Astrata that values order. This is not a world of black-and-white morality where no faction, not even the Church, is uniformly good. Like any other group, the Church is malleable and susceptible to corruption.&lt;br /&gt;
&lt;br /&gt;
Members should hold at least some loyalty to the Prelate with devotion generally increasing with rank. While dissent is allowed, openly opposing an institution central to your life should be approached with caution and strong cause. That said, loyalty does not require blind obedience. For instance, if the Prelate forbids healing without collecting mammons, quietly aiding those in need in accordance with your character’s religious teachings is entirely acceptable. Direct rebellion or betrayal of the Prelate should be reserved for only the most extraordinary circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Templars and Martyrs are devoted to the protection of the Church. Unless given other orders, they should prioritize defending the Church and remain nearby whenever possible.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;External Politics&#039;&#039;&#039; ===&lt;br /&gt;
The Church should strive to maintain strong relations with the Keep, even amid disagreements or unfortunate circumstances. After all, it was the Church that anointed the Duke. For instance, the treatment of criminals or accused heretics may not arouse concern on its own, but the mistreatment of free and true followers, possibly even foreigner, is another matter entirely and can justifiably strain relations if left unaddressed. This holds particularly true if it diminishes the influence of the Church.&lt;br /&gt;
&lt;br /&gt;
The Church may work alongside the Inquisition and even align with them against the Keep when pursuing a shared objective, but such arrangements should be approached with extreme caution. They may serve a common cause, yet they remain rivals to the Church’s authority and influence.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Others&#039;&#039;&#039; ==&lt;br /&gt;
Again, whether you are a Bandit, Wretch, or a Migrant group, you should typically be loyal as described above to your faction, especially the officially marked leader of said faction if one exists. This does not mean you cannot be cruel to one another, but you should not readily backstab each other either or go out of your way to kill each other or get in each other&#039;s way, especially for an outsider.&lt;br /&gt;
&lt;br /&gt;
== On Heresy ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&amp;lt;u&amp;gt;Not every heinous act is heresy.&amp;lt;/u&amp;gt;&#039;&#039; To be a heresy, it needs to be sacrilegious or be done on behalf of the Ascendant. Not every theft is an act of &amp;quot;Matthios&amp;quot;. Not every act of cannibalism is an act of &amp;quot;Graggar&amp;quot; either. Severity is not what determines heresy.&lt;br /&gt;
* Neither is every degenerate act an act of heresy. For instance, having an orgy alone at the brothel is not &amp;quot;Baothan&amp;quot;, however, having a drug-induced orgy on the Church altar and committing sacrilege is. &#039;&#039;&#039;Context matters, although that is not to say things could not be twisted to get rid of say a political rival.&#039;&#039;&#039; Rule of Interesting applies. &lt;br /&gt;
** While we want to reflect dark medieval times, we also want people to have fun, so being a homosexual does not make you a heretic, neither is being intersex.&lt;br /&gt;
* This is what the Inquisition is for: to figure out if a criminal given to them is a heretic or not. Again, not every murderer or rapist is a heretic. They are to look into the context of the situation, derive information they can from the one they&#039;re interrogating, and to figure out whom they worship. Although again, that is not to say they could not be corrupt or needlessly cruel, given it adds to the roleplay, i.e. Rule of Interesting. After all, false accusations can be part of roleplay if it leads to an interesting storyline and is not abused. Same goes with overlooking heresy.&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Setting_Expectations&amp;diff=952</id>
		<title>Setting Expectations</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Setting_Expectations&amp;diff=952"/>
		<updated>2026-02-24T11:36:42Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* Internal Politics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Setting Expectations ==&lt;br /&gt;
You are expected to immerse yourself in a dark, brutal setting where strength and brutality reign supreme over virtue. Modern notions of justice, equality, and morality do not apply here. Instead, callousness, cold indifference, and often outright cruelty are the norm. Your character should be accustomed to this reality unless they are explicitly sheltered. If, out of character, you expect anything else, this is not the server for you. &lt;br /&gt;
&lt;br /&gt;
Do not approach this as a standard Space Station 13 server or a game of Dungeons &amp;amp; Dragons. You are not the hero. This is a medieval dark fantasy world with certain concessions made for gameplay and playability. You are expected to adapt your perspective and your approach to the setting, and to actively contribute to a more immersive and compelling experience, &#039;&#039;&#039;always in service of the Rule of Interesting.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Expected Player Approaches: ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;u&amp;gt;Do not self-insert.&amp;lt;/u&amp;gt;&#039;&#039;&#039; The modern individual is incompatible with the setting. You are playing a character, and neither your views nor those of others necessarily reflect the people behind them. If you behave like an actor on a stage, you’ll find deeper immersion in the world and find greater enjoyment. We do not want this to be merely a medieval-flavored SS13 server.&lt;br /&gt;
* &#039;&#039;&#039;Distrust of outsiders or &amp;quot;otherness&amp;quot; exists organically&#039;&#039;&#039; (e.g., disdain for foreign customs, species-based tensions). &lt;br /&gt;
** Avoid conflating these dynamics with real-world identities, i.e. sexual orientation, skin color, etc.&lt;br /&gt;
** While normally we would be fine with furry vs non-furry species dynamic, it causes too much OOC tension, so it is best to be avoided.&lt;br /&gt;
** Focus instead on in-universe divisions like fantasy race divides (Elf vs Human, Lupian vs Tabaxi, &amp;quot;Axians are criminals&amp;quot;, etc.), class divides (Yeoman vs Peasant), regional rivalries (Grenzelhoft vs Otava), clan loyalties, or magical corruption/tendencies (Magic vs Non-Magic).&lt;br /&gt;
* &#039;&#039;&#039;Slavery exists as a commonplace practice within the setting&#039;&#039;&#039;, and characters should treat it as such. Unless your character is extremely forward-thinking, you should not act be in active opposition. Opposition would require unusual circumstances: religious conviction, firsthand trauma, or strategic advantage. After all, Astrata believes in order and hierarchy.&lt;br /&gt;
* &#039;&#039;&#039;Respect the hierarchy.&#039;&#039;&#039; While nobody says you cannot be a disrespectful peasant, those within the established hierarchy from the Church to the Inquisition to the Keep &#039;&#039;&#039;typically&#039;&#039;&#039; have a vested interest in maintaining the hierarchy. Upholding noble authority is integral to their roles, and even foreign nobles are generally afforded greater privilege than local peasants. Though exceptions may arise depending on the ruler, or the absence of one, this remains the prevailing expectation of the setting.&lt;br /&gt;
* &#039;&#039;&#039;Brutality serves atmosphere, not shock value.&#039;&#039;&#039; Cruelty needs purpose: entertainment, intimidation, punishment, or showing factional ruthlessness among other things. It is particularly encouraged in cases where it may make a round more interesting for a captive. &lt;br /&gt;
* &#039;&#039;&#039;Keep your kindness in reserve as it&#039;s coins in your pouch.&#039;&#039;&#039; Kindness can exist cautiously such as protecting friends and other relations, currying favor, and so forth. However, this should not be handed out willy-nilly. By being more reserved with it, this makes acts of kindness stand out more vividly, especially in dark times like this, and makes it more impactful to the story. &lt;br /&gt;
** For example, your character should generally show little to no concern for the fate of criminals and beggars alike such as those in the dungeon or pillory. &amp;lt;u&amp;gt;Many such individuals expect this treatment&amp;lt;/u&amp;gt;, particularly within the setting. Unless there is a very strong, in-character justification beyond simple benevolence, particularly due to strong individual ties to said victim, intervention should be avoided. &#039;&#039;Playing a “white knight” is therefore inappropriate.&#039;&#039; Again, do not assume that every character desires assistance.&lt;br /&gt;
&lt;br /&gt;
== Faction Expectations ==&lt;br /&gt;
This is the general expectation between factions and faction members. It will solely be applied when the Rule of Interesting is &#039;&#039;&#039;clearly&#039;&#039;&#039; broken or in &#039;&#039;&#039;severe&#039;&#039;&#039; immersion breaks. Do not admin-help, just because you are salty that someone betrayed you. As long as you work to add to the roleplay of one another, we prefer to be hands-off and will only get involved in extraordinary cases.&lt;br /&gt;
&lt;br /&gt;
=== The Keep ===&lt;br /&gt;
&lt;br /&gt;
===== Internal Politics =====&lt;br /&gt;
The Keep is the most flexible faction when it comes to morality. They may be evil or good. However, they should generally attempt to align with the Duke, &#039;&#039;&#039;at least on the surface&#039;&#039;&#039;. In theory, you were picked by the Duke himself or one of his subordinates to serve him. However, this does not mean you cannot undermine the Duke or scheme against him. Rather, be smart. Be subtle.&lt;br /&gt;
&lt;br /&gt;
For instance, if you are sympathetic to Matthios and want to help said a captured bandit escape, you are allowed to do so. However, suddenly turning around and joining the bandits in the middle of battle for no real reason is frowned upon.&lt;br /&gt;
&lt;br /&gt;
===== External Politics =====&lt;br /&gt;
The Keep should strive to maintain good relations with the Church in order to preserve its legitimacy. Slaughtering the Church only weakens the Keep’s hold on power, as its authority is derived from the Prelate’s anointment. Eradicating the Church because it has grievances with individual members of the court is an extreme and self-destructive response, akin to resorting to the nuclear option immediately. If relations truly collapse and all other avenues fail, the Inquisition may be persuaded to turn against the Church through bribery or the promise of expanded power. &lt;br /&gt;
&lt;br /&gt;
==== Courtiers ====&lt;br /&gt;
&#039;&#039;&#039;Lore Considerations:&#039;&#039;&#039; The Duke or one of his subordinates has chosen you to serve him directly. He is what gives your realm and your own position legitimacy. Other neighboring nations may see your ruler as illegitimate and may invade if you are too overt. Furthermore, it may encourage peasants to become uppity which puts your own power in jeopardy&lt;br /&gt;
&lt;br /&gt;
* Courtiers may initially oppose the Duke through subterfuge and intrigue, using overt action or outside alliances only as a last resort—ideally eliminating him quietly through stealth or poisoning, and resorting to bargaining with other factions or a coup only if subtler means fail.&lt;br /&gt;
* Ultimately, Courtiers are encouraged to scheme, but you should also avoid being a constant nuisance. &#039;&#039;&#039;You should at least maintain a facade of loyalty.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Knights ====&lt;br /&gt;
&#039;&#039;&#039;Lore Considerations:&#039;&#039;&#039; The Duke has chosen you to serve him directly, and you have been in his service for a long time. You derive your honor, your legitimacy, and your wealth from him. Without him, no other lord will entrust you to them. Betraying him will make you an outcast among the nobility, even if he was hated, making you a &amp;quot;disgraced&amp;quot; knight. Only betray him if you think you must.&lt;br /&gt;
&lt;br /&gt;
* Knights should remain relatively steadfast to the Duke. You are not a templar or a mercenary, therefore your main loyalty should lay with the Duke. This does not mean you must be his lapdog, rather you should be less keen on betraying him outright.&lt;br /&gt;
* You should be more loyal than your average courtier or retinue member, but that does not mean you are fully infallible. Full betrayal is only encouraged if the Duke&#039;s actions directly affects you to an extraordinary degree or in a highly personal way. This should only be done in extreme instances. However, this does not mean you need to always work to the Duke&#039;s benefit.&lt;br /&gt;
* This does not mean you cannot join in on schemes, given that you work to be discreet. However, you should be risk-adverse, as being labeled for dishonor can be worse than death as a knight. You and your family would be marked for shame and shunning forever, leaving banditry your only option.&lt;br /&gt;
* You must actively participate in service of the Duke.&lt;br /&gt;
&lt;br /&gt;
==== Retinue ====&lt;br /&gt;
&lt;br /&gt;
* Regular Garrison members should generally be loyal to each other over outsiders. This does not mean they cannot treat each other poorly, but should be more likely to believe each other over an outsider.&lt;br /&gt;
* They should follow the chain of command, i.e. generally respect the members of court and their superiors on the surface, however, their loyalty is not expected to be as strong as the knights who have sworn oaths.&lt;br /&gt;
* Sustained failure to be paid for time worked is sufficient reason to desert or to betray. They may also abandon their duties for any other serious reasons.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Dungeoneers&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* The Dungeoneer is not an adventurer and should not be treated as one. Their primary responsibility is the care (or torment) of prisoners, which must take precedence over all other activities. They should make a consistent effort to interact with all prisoners, not only personal “favorites.” If prisoner numbers become unmanageable, interesting steps should be taken to address it to avoid neglect.&lt;br /&gt;
* In exchange for these responsibilities, the Dungeoneer is granted wide discretion and leeway in how prisoners are treated, with the expectation that prisoners remain actively roleplayed with. This means that &#039;&#039;&#039;white knighting is discouraged,&#039;&#039;&#039; unless you have a deep personal connection with the prisoner, i.e. see [[New Rules#On Avoiding Unnecessary Intrusion|On Avoiding Unnecessary Intrusion]]. &lt;br /&gt;
* Once custody of a prisoner is &#039;&#039;&#039;granted&#039;&#039;&#039; to the dungeoneer, all authority lies with the Dungeoneer. Do not interfere or attempt to claim a prisoner without permission. Members of the Keep, aside from the Duke, Hand, or Marshal, should not involve themselves in the Dungeoneer’s duties. The Dungeoneer is paid to torture prisoners they are given, and criminals are given little consideration.&lt;br /&gt;
* The Dungeoneer must avoid low quality interactions, see &amp;quot;[[New Rules#On Boring Mechanics Spam|On Boring Mechanics Spam]]&amp;quot; in the Rules.&lt;br /&gt;
&lt;br /&gt;
== Inquisition ==&lt;br /&gt;
&lt;br /&gt;
=== Internal Politics ===&lt;br /&gt;
The Inquisition is a flexible faction in terms of how it can be played, but it should always be portrayed as dangerous and intimidating. Its members can, and should, act corrupt and cruel beneath the banner of fanaticism, especially when doing so advances their cause or expands their power. They are not above making false accusations or conveniently overlooking heresy when it serves their interests. Sympathy toward perceived heretics should be rare to nonexistent. That said, pragmatic kindness can still be wielded as a weapon. This doesn’t require you to portray them as one-dimensional; it simply prevents the Inquisition from being treated as a soft, sentimental faction that protects heretics from consequences. Above all else, the Inquisition should strive to be feared, fully willing to commit heinous acts in the name of the so-called “Greater Good” or simply their own self-interest.&lt;br /&gt;
&lt;br /&gt;
Members of the Inquisition must try to at least follow in the direction that the Head Inquisitor sets. While some dissent is appropriate, you should not be openly working against them as you have been working with them for years now. In only very rare instances where you are personally affected significantly, should you be rebelling and betraying the Head Inquisitor. Simply disagreeing with their methods towards heretic is not sufficient, as one is expected to be horrendously cruel to heretics. You are the Inquisition after all.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;External Politics&#039;&#039;&#039; ===&lt;br /&gt;
Unlike other factions, the Inquisition is not primarily concerned with maintaining the status quo. This makes them the most flexible and sometimes, the most dangerous. However, they should remember that they are outsiders in a foreign land and should conduct themselves accordingly. The Inquisition may ally with any faction that aligns with their interests, but they should act independently and avoid becoming easily entangled with any one group. Their primary goal is to side with whichever faction offers them the greatest advantage.&lt;br /&gt;
&lt;br /&gt;
== Church ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Internal Politics&#039;&#039;&#039; ===&lt;br /&gt;
The Church may serve as a cornerstone of morality within the realm, but this is not always guaranteed. It does not mean its members are incapable of corruption or wrongdoing. For example, turning a blind eye to events at the Keep might be justified in the name of the “Greater Good,” particularly with a goddess like Astrata that values order. This is not a world of black-and-white morality where no faction, not even the Church, is uniformly good. Like any other group, the Church is malleable and susceptible to corruption.&lt;br /&gt;
&lt;br /&gt;
Members should hold at least some loyalty to the Prelate with devotion generally increasing with rank. While dissent is allowed, openly opposing an institution central to your life should be approached with caution and strong cause. That said, loyalty does not require blind obedience. For instance, if the Prelate forbids healing without collecting mammons, quietly aiding those in need in accordance with your character’s religious teachings is entirely acceptable. Direct rebellion or betrayal of the Prelate should be reserved for only the most extraordinary circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Templars and Martyrs are devoted to the protection of the Church. Unless given other orders, they should prioritize defending the Church and remain nearby whenever possible.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;External Politics&#039;&#039;&#039; ===&lt;br /&gt;
The Church should strive to maintain strong relations with the Keep, even amid disagreements or unfortunate circumstances. After all, it was the Church that anointed the Duke. For instance, the treatment of criminals or accused heretics may not arouse concern on its own, but the mistreatment of free and true followers, possibly even foreigner, is another matter entirely and can justifiably strain relations if left unaddressed. This holds particularly true if it diminishes the influence of the Church.&lt;br /&gt;
&lt;br /&gt;
The Church may work alongside the Inquisition and even align with them against the Keep when pursuing a shared objective, but such arrangements should be approached with extreme caution. They may serve a common cause, yet they remain rivals to the Church’s authority and influence.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Others&#039;&#039;&#039; ==&lt;br /&gt;
Again, whether you are a Bandit, Wretch, or a Migrant group, you should typically be loyal as described above to your faction, especially the officially marked leader of said faction if one exists. This does not mean you cannot be cruel to one another, but you should not readily backstab each other either or go out of your way to kill each other or get in each other&#039;s way, especially for an outsider.&lt;br /&gt;
&lt;br /&gt;
== On Heresy ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&amp;lt;u&amp;gt;Not every heinous act is heresy.&amp;lt;/u&amp;gt;&#039;&#039; To be a heresy, it needs to be sacrilegious or be done on behalf of the Ascendant. Not every theft is an act of &amp;quot;Matthios&amp;quot;. Not every act of cannibalism is an act of &amp;quot;Graggar&amp;quot; either. Severity is not what determines heresy.&lt;br /&gt;
* Neither is every degenerate act an act of heresy. For instance, having an orgy alone at the brothel is not &amp;quot;Baothan&amp;quot;, however, having a drug-induced orgy on the Church altar and committing sacrilege is. &#039;&#039;&#039;Context matters, although that is not to say things could not be twisted to get rid of say a political rival.&#039;&#039;&#039; Rule of Interesting applies. &lt;br /&gt;
** While we want to reflect dark medieval times, we also want people to have fun, so being a homosexual does not make you a heretic, neither is being intersex.&lt;br /&gt;
* This is what the Inquisition is for: to figure out if a criminal given to them is a heretic or not. Again, not every murderer or rapist is a heretic. They are to look into the context of the situation, derive information they can from the one they&#039;re interrogating, and to figure out whom they worship. Although again, that is not to say they could not be corrupt or needlessly cruel, given it adds to the roleplay, i.e. Rule of Interesting. After all, false accusations can be part of roleplay if it leads to an interesting storyline and is not abused. Same goes with overlooking heresy.&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=951</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=951"/>
		<updated>2026-02-24T04:23:13Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* On Self-Preservation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of all their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, especially when they are not disruptive or absurdly noisy.&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, especially if they are not absurdly loud or disruptive enough to demand intervention. Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to those involved, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Certain important roles&amp;lt;/u&amp;gt; have limited slots and carry significant responsibility, such as Knights and Templars, and should not be treated like standard adventurer roles.&#039;&#039;&#039; This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so when needed. At minimum, keep the scene to reasonable lengths, especially during busy rounds. In &#039;&#039;&#039;very low&#039;&#039;&#039; population rounds where nothing is happening, do as you will unless you are actually needed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in &amp;lt;u&amp;gt;certain important roles&amp;lt;/u&amp;gt; (e.g., a princess, knights, etc.) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. &#039;&#039;&#039;If you cannot see their OOC notes, never assume. Always LOOC first.&#039;&#039;&#039; While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=950</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=950"/>
		<updated>2026-02-24T04:22:43Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* On Duty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of all their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, especially when they are not disruptive or absurdly noisy.&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, especially if they are not absurdly loud or disruptive enough to demand intervention. Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to those involved, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Certain important roles&amp;lt;/u&amp;gt; have limited slots and carry significant responsibility, such as Knights and Templars, and should not be treated like standard adventurer roles.&#039;&#039;&#039; This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so when needed. At minimum, keep the scene to reasonable lengths, especially during busy rounds. In &#039;&#039;&#039;very low&#039;&#039;&#039; population rounds where nothing is happening, do as you will unless you are actually needed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in &amp;lt;u&amp;gt;important roles&amp;lt;/u&amp;gt; (e.g., a princess) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. &#039;&#039;&#039;If you cannot see their OOC notes, never assume. Always LOOC first.&#039;&#039;&#039; While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=949</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=949"/>
		<updated>2026-02-21T19:44:47Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* What&amp;#039;s the Point? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of all their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, especially when they are not disruptive or absurdly noisy.&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, especially if they are not absurdly loud or disruptive enough to demand intervention. Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to those involved, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Certain roles have limited slots and carry significant responsibility, such as Knights and Templars, and should not be treated like standard adventurer roles.&#039;&#039;&#039; This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so when needed. At minimum, keep the scene to reasonable lengths, especially during busy rounds. In &#039;&#039;&#039;very low&#039;&#039;&#039; population rounds where nothing is happening, do as you will unless you are actually needed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in important roles (e.g., a princess) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. &#039;&#039;&#039;If you cannot see their OOC notes, never assume. Always LOOC first.&#039;&#039;&#039; While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Setting_Expectations&amp;diff=948</id>
		<title>Setting Expectations</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Setting_Expectations&amp;diff=948"/>
		<updated>2026-02-21T13:09:07Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* Expected Player Approaches: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Setting Expectations ==&lt;br /&gt;
You are expected to immerse yourself in a dark, brutal setting where strength and brutality reign supreme over virtue. Modern notions of justice, equality, and morality do not apply here. Instead, callousness, cold indifference, and often outright cruelty are the norm. Your character should be accustomed to this reality unless they are explicitly sheltered. If, out of character, you expect anything else, this is not the server for you. &lt;br /&gt;
&lt;br /&gt;
Do not approach this as a standard Space Station 13 server or a game of Dungeons &amp;amp; Dragons. You are not the hero. This is a medieval dark fantasy world with certain concessions made for gameplay and playability. You are expected to adapt your perspective and your approach to the setting, and to actively contribute to a more immersive and compelling experience, &#039;&#039;&#039;always in service of the Rule of Interesting.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Expected Player Approaches: ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;u&amp;gt;Do not self-insert.&amp;lt;/u&amp;gt;&#039;&#039;&#039; The modern individual is incompatible with the setting. You are playing a character, and neither your views nor those of others necessarily reflect the people behind them. If you behave like an actor on a stage, you’ll find deeper immersion in the world and find greater enjoyment. We do not want this to be merely a medieval-flavored SS13 server.&lt;br /&gt;
* &#039;&#039;&#039;Distrust of outsiders or &amp;quot;otherness&amp;quot; exists organically&#039;&#039;&#039; (e.g., disdain for foreign customs, species-based tensions). &lt;br /&gt;
** Avoid conflating these dynamics with real-world identities, i.e. sexual orientation, skin color, etc.&lt;br /&gt;
** While normally we would be fine with furry vs non-furry species dynamic, it causes too much OOC tension, so it is best to be avoided.&lt;br /&gt;
** Focus instead on in-universe divisions like fantasy race divides (Elf vs Human, Lupian vs Tabaxi, &amp;quot;Axians are criminals&amp;quot;, etc.), class divides (Yeoman vs Peasant), regional rivalries (Grenzelhoft vs Otava), clan loyalties, or magical corruption/tendencies (Magic vs Non-Magic).&lt;br /&gt;
* &#039;&#039;&#039;Slavery exists as a commonplace practice within the setting&#039;&#039;&#039;, and characters should treat it as such. Unless your character is extremely forward-thinking, you should not act be in active opposition. Opposition would require unusual circumstances: religious conviction, firsthand trauma, or strategic advantage. After all, Astrata believes in order and hierarchy.&lt;br /&gt;
* &#039;&#039;&#039;Respect the hierarchy.&#039;&#039;&#039; While nobody says you cannot be a disrespectful peasant, those within the established hierarchy from the Church to the Inquisition to the Keep &#039;&#039;&#039;typically&#039;&#039;&#039; have a vested interest in maintaining the hierarchy. Upholding noble authority is integral to their roles, and even foreign nobles are generally afforded greater privilege than local peasants. Though exceptions may arise depending on the ruler, or the absence of one, this remains the prevailing expectation of the setting.&lt;br /&gt;
* &#039;&#039;&#039;Brutality serves atmosphere, not shock value.&#039;&#039;&#039; Cruelty needs purpose: entertainment, intimidation, punishment, or showing factional ruthlessness among other things. It is particularly encouraged in cases where it may make a round more interesting for a captive. &lt;br /&gt;
* &#039;&#039;&#039;Keep your kindness in reserve as it&#039;s coins in your pouch.&#039;&#039;&#039; Kindness can exist cautiously such as protecting friends and other relations, currying favor, and so forth. However, this should not be handed out willy-nilly. By being more reserved with it, this makes acts of kindness stand out more vividly, especially in dark times like this, and makes it more impactful to the story. &lt;br /&gt;
** For example, your character should generally show little to no concern for the fate of criminals and beggars alike such as those in the dungeon or pillory. &amp;lt;u&amp;gt;Many such individuals expect this treatment&amp;lt;/u&amp;gt;, particularly within the setting. Unless there is a very strong, in-character justification beyond simple benevolence, particularly due to strong individual ties to said victim, intervention should be avoided. &#039;&#039;Playing a “white knight” is therefore inappropriate.&#039;&#039; Again, do not assume that every character desires assistance.&lt;br /&gt;
&lt;br /&gt;
== Faction Expectations ==&lt;br /&gt;
This is the general expectation between factions and faction members. It will solely be applied when the Rule of Interesting is &#039;&#039;&#039;clearly&#039;&#039;&#039; broken or in &#039;&#039;&#039;severe&#039;&#039;&#039; immersion breaks. Do not admin-help, just because you are salty that someone betrayed you. As long as you work to add to the roleplay of one another, we prefer to be hands-off and will only get involved in extraordinary cases.&lt;br /&gt;
&lt;br /&gt;
=== The Keep ===&lt;br /&gt;
&lt;br /&gt;
===== Internal Politics =====&lt;br /&gt;
The Keep is the most flexible faction when it comes to morality. They may be evil or good. However, they should generally attempt to align with the Duke, &#039;&#039;&#039;at least on the surface&#039;&#039;&#039;. In theory, you were picked by the Duke himself or one of his subordinates to serve him. However, this does not mean you cannot undermine the Duke or scheme against him. Rather, be smart. Be subtle.&lt;br /&gt;
&lt;br /&gt;
For instance, if you are sympathetic to Matthios and want to help said a captured bandit escape, you are allowed to do so. However, suddenly turning around and joining the bandits in the middle of battle for no real reason is frowned upon.&lt;br /&gt;
&lt;br /&gt;
===== External Politics =====&lt;br /&gt;
The Keep should strive to maintain good relations with the Church in order to preserve its legitimacy. Slaughtering the Church only weakens the Keep’s hold on power, as its authority is derived from the Prelate’s anointment. Eradicating the Church because it has grievances with individual members of the court is an extreme and self-destructive response, akin to resorting to the nuclear option immediately. If relations truly collapse and all other avenues fail, the Inquisition may be persuaded to turn against the Church through bribery or the promise of expanded power. &lt;br /&gt;
&lt;br /&gt;
==== Courtiers ====&lt;br /&gt;
&#039;&#039;&#039;Lore Considerations:&#039;&#039;&#039; The Duke or one of his subordinates has chosen you to serve him directly. He is what gives your realm and your own position legitimacy. Other neighboring nations may see your ruler as illegitimate and may invade if you are too overt. Furthermore, it may encourage peasants to become uppity which puts your own power in jeopardy&lt;br /&gt;
&lt;br /&gt;
* Courtiers may initially oppose the Duke through subterfuge and intrigue, using overt action or outside alliances only as a last resort—ideally eliminating him quietly through stealth or poisoning, and resorting to bargaining with other factions or a coup only if subtler means fail.&lt;br /&gt;
* Ultimately, Courtiers are encouraged to scheme, but you should also avoid being a constant nuisance. &#039;&#039;&#039;You should at least maintain a facade of loyalty.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Knights ====&lt;br /&gt;
&#039;&#039;&#039;Lore Considerations:&#039;&#039;&#039; The Duke has chosen you to serve him directly, and you have been in his service for a long time. You derive your honor, your legitimacy, and your wealth from him. Without him, no other lord will entrust you to them. Betraying him will make you an outcast among the nobility, even if he was hated, making you a &amp;quot;disgraced&amp;quot; knight. Only betray him if you think you must.&lt;br /&gt;
&lt;br /&gt;
* Knights should remain relatively steadfast to the Duke. You are not a templar or a mercenary, therefore your main loyalty should lay with the Duke. This does not mean you must be his lapdog, rather you should be less keen on betraying him outright.&lt;br /&gt;
* You should be more loyal than your average courtier or retinue member, but that does not mean you are fully infallible. Full betrayal is only encouraged if the Duke&#039;s actions directly affects you to an extraordinary degree or in a highly personal way. This should only be done in extreme instances. However, this does not mean you need to always work to the Duke&#039;s benefit.&lt;br /&gt;
* This does not mean you cannot join in on schemes, given that you work to be discreet. However, you should be risk-adverse, as being labeled for dishonor can be worse than death as a knight. You and your family would be marked for shame and shunning forever, leaving banditry your only option.&lt;br /&gt;
* You must actively participate in service of the Duke.&lt;br /&gt;
&lt;br /&gt;
==== Retinue ====&lt;br /&gt;
&lt;br /&gt;
* Regular Garrison members should generally be loyal to each other over outsiders. This does not mean they cannot treat each other poorly, but should be more likely to believe each other over an outsider.&lt;br /&gt;
* They should follow the chain of command, i.e. generally respect the members of court and their superiors on the surface, however, their loyalty is not expected to be as strong as the knights who have sworn oaths.&lt;br /&gt;
* Sustained failure to be paid for time worked is sufficient reason to desert or to betray. They may also abandon their duties for any other serious reasons.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Dungeoneers&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* The Dungeoneer is not an adventurer and should not be treated as one. Their primary responsibility is the care (or torment) of prisoners, which must take precedence over all other activities. They should make a consistent effort to interact with all prisoners, not only personal “favorites.” If prisoner numbers become unmanageable, interesting steps should be taken to address it to avoid neglect.&lt;br /&gt;
* In exchange for these responsibilities, the Dungeoneer is granted wide discretion and leeway in how prisoners are treated, with the expectation that prisoners remain actively roleplayed with. This means that &#039;&#039;&#039;white knighting is discouraged,&#039;&#039;&#039; unless you have a deep personal connection with the prisoner, i.e. see [[New Rules#On Avoiding Unnecessary Intrusion|On Avoiding Unnecessary Intrusion]]. &lt;br /&gt;
* Once custody of a prisoner is &#039;&#039;&#039;granted&#039;&#039;&#039; to the dungeoneer, all authority lies with the Dungeoneer. Do not interfere or attempt to claim a prisoner without permission. Members of the Keep, aside from the Duke, Hand, or Marshal, should not involve themselves in the Dungeoneer’s duties. The Dungeoneer is paid to torture prisoners they are given, and criminals are given little consideration.&lt;br /&gt;
* The Dungeoneer must avoid low quality interactions, see &amp;quot;[[New Rules#On Boring Mechanics Spam|On Boring Mechanics Spam]]&amp;quot; in the Rules.&lt;br /&gt;
&lt;br /&gt;
== Inquisition ==&lt;br /&gt;
&lt;br /&gt;
=== Internal Politics ===&lt;br /&gt;
The Inquisition is a flexible faction in terms of how it can be played, but it should always be portrayed as dangerous and intimidating. Its members can, and should, act corrupt and cruel beneath the banner of fanaticism, especially when doing so advances their cause or expands their power. They are not above making false accusations or conveniently overlooking heresy when it serves their interests. Sympathy toward perceived heretics should be rare to nonexistent. Above all else, the Inquisition should strive to be feared, fully willing to commit heinous acts in the name of the so-called “Greater Good” or simply their own self-interest.&lt;br /&gt;
&lt;br /&gt;
Members of the Inquisition must try to at least follow in the direction that the Head Inquisitor sets. While some dissent is appropriate, you should not be openly working against them as you have been working with them for years now. In only very rare instances where you are personally affected significantly, should you be rebelling and betraying the Head Inquisitor. Simply disagreeing with their methods towards heretic is not sufficient, as one is expected to be horrendously cruel to heretics. You are the Inquisition after all.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;External Politics&#039;&#039;&#039; ===&lt;br /&gt;
Unlike other factions, the Inquisition is not primarily concerned with maintaining the status quo. This makes them the most flexible and sometimes, the most dangerous. However, they should remember that they are outsiders in a foreign land and should conduct themselves accordingly. The Inquisition may ally with any faction that aligns with their interests, but they should act independently and avoid becoming easily entangled with any one group. Their primary goal is to side with whichever faction offers them the greatest advantage.&lt;br /&gt;
&lt;br /&gt;
== Church ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Internal Politics&#039;&#039;&#039; ===&lt;br /&gt;
The Church may serve as a cornerstone of morality within the realm, but this is not always guaranteed. It does not mean its members are incapable of corruption or wrongdoing. For example, turning a blind eye to events at the Keep might be justified in the name of the “Greater Good,” particularly with a goddess like Astrata that values order. This is not a world of black-and-white morality where no faction, not even the Church, is uniformly good. Like any other group, the Church is malleable and susceptible to corruption.&lt;br /&gt;
&lt;br /&gt;
Members should hold at least some loyalty to the Prelate with devotion generally increasing with rank. While dissent is allowed, openly opposing an institution central to your life should be approached with caution and strong cause. That said, loyalty does not require blind obedience. For instance, if the Prelate forbids healing without collecting mammons, quietly aiding those in need in accordance with your character’s religious teachings is entirely acceptable. Direct rebellion or betrayal of the Prelate should be reserved for only the most extraordinary circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Templars and Martyrs are devoted to the protection of the Church. Unless given other orders, they should prioritize defending the Church and remain nearby whenever possible.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;External Politics&#039;&#039;&#039; ===&lt;br /&gt;
The Church should strive to maintain strong relations with the Keep, even amid disagreements or unfortunate circumstances. After all, it was the Church that anointed the Duke. For instance, the treatment of criminals or accused heretics may not arouse concern on its own, but the mistreatment of free and true followers, possibly even foreigner, is another matter entirely and can justifiably strain relations if left unaddressed. This holds particularly true if it diminishes the influence of the Church.&lt;br /&gt;
&lt;br /&gt;
The Church may work alongside the Inquisition and even align with them against the Keep when pursuing a shared objective, but such arrangements should be approached with extreme caution. They may serve a common cause, yet they remain rivals to the Church’s authority and influence.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Others&#039;&#039;&#039; ==&lt;br /&gt;
Again, whether you are a Bandit, Wretch, or a Migrant group, you should typically be loyal as described above to your faction, especially the officially marked leader of said faction if one exists. This does not mean you cannot be cruel to one another, but you should not readily backstab each other either or go out of your way to kill each other or get in each other&#039;s way, especially for an outsider.&lt;br /&gt;
&lt;br /&gt;
== On Heresy ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&amp;lt;u&amp;gt;Not every heinous act is heresy.&amp;lt;/u&amp;gt;&#039;&#039; To be a heresy, it needs to be sacrilegious or be done on behalf of the Ascendant. Not every theft is an act of &amp;quot;Matthios&amp;quot;. Not every act of cannibalism is an act of &amp;quot;Graggar&amp;quot; either. Severity is not what determines heresy.&lt;br /&gt;
* Neither is every degenerate act an act of heresy. For instance, having an orgy alone at the brothel is not &amp;quot;Baothan&amp;quot;, however, having a drug-induced orgy on the Church altar and committing sacrilege is. &#039;&#039;&#039;Context matters, although that is not to say things could not be twisted to get rid of say a political rival.&#039;&#039;&#039; Rule of Interesting applies. &lt;br /&gt;
** While we want to reflect dark medieval times, we also want people to have fun, so being a homosexual does not make you a heretic, neither is being intersex.&lt;br /&gt;
* This is what the Inquisition is for: to figure out if a criminal given to them is a heretic or not. Again, not every murderer or rapist is a heretic. They are to look into the context of the situation, derive information they can from the one they&#039;re interrogating, and to figure out whom they worship. Although again, that is not to say they could not be corrupt or needlessly cruel, given it adds to the roleplay, i.e. Rule of Interesting. After all, false accusations can be part of roleplay if it leads to an interesting storyline and is not abused. Same goes with overlooking heresy.&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Setting_Expectations&amp;diff=947</id>
		<title>Setting Expectations</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Setting_Expectations&amp;diff=947"/>
		<updated>2026-02-21T13:08:42Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* Expected Player Approaches: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Setting Expectations ==&lt;br /&gt;
You are expected to immerse yourself in a dark, brutal setting where strength and brutality reign supreme over virtue. Modern notions of justice, equality, and morality do not apply here. Instead, callousness, cold indifference, and often outright cruelty are the norm. Your character should be accustomed to this reality unless they are explicitly sheltered. If, out of character, you expect anything else, this is not the server for you. &lt;br /&gt;
&lt;br /&gt;
Do not approach this as a standard Space Station 13 server or a game of Dungeons &amp;amp; Dragons. You are not the hero. This is a medieval dark fantasy world with certain concessions made for gameplay and playability. You are expected to adapt your perspective and your approach to the setting, and to actively contribute to a more immersive and compelling experience, &#039;&#039;&#039;always in service of the Rule of Interesting.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Expected Player Approaches: ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;u&amp;gt;Do not self-insert.&amp;lt;/u&amp;gt;&#039;&#039;&#039; The modern individual is incompatible with the setting. You are playing a character, and neither your views nor those of others necessarily reflect the people behind them. If you behave like an actor on a stage, you’ll find deeper immersion in the world and find greater enjoyment. We do not want this to be merely a medieval-flavored SS13 server.&lt;br /&gt;
* &#039;&#039;&#039;Distrust of outsiders or &amp;quot;otherness&amp;quot; exists organically&#039;&#039;&#039; (e.g., disdain for foreign customs, species-based tensions). &lt;br /&gt;
** Avoid conflating these dynamics with real-world identities, i.e. sexual orientation, skin color, etc.&lt;br /&gt;
** While normally we would be fine with furry vs non-furry species dynamic, it causes too much OOC tension, so it is best to be avoided.&lt;br /&gt;
** Focus instead on in-universe divisions like fantasy race divides (Elf vs Human, Lupian vs Tabaxi, &amp;quot;Axians are criminals&amp;quot;, etc.), class divides (Yeoman vs Peasant), regional rivalries (Grenzelhoft vs Otava), clan loyalties, or magical corruption/tendencies (Magic vs Non-Magic).&lt;br /&gt;
* &#039;&#039;&#039;Slavery exists as a commonplace practice within the setting&#039;&#039;&#039;, and characters should treat it as such. Unless your character is extremely forward-thinking, you should not act be in active opposition. Opposition would require unusual circumstances: religious conviction, firsthand trauma, or strategic advantage. After all, Astrata believes in order and hierarchy.&lt;br /&gt;
* &#039;&#039;&#039;Respect the hierarchy.&#039;&#039;&#039; While nobody says you cannot be a disrespectful peasant, those within the established hierarchy from the Church to the Inquisition to the Keep &#039;&#039;&#039;typically&#039;&#039;&#039; have a vested interest in maintaining the hierarchy. Upholding noble authority is integral to their roles, and even foreign nobles are generally afforded greater privilege than local peasants. Though exceptions may arise depending on the ruler, or the absence of one, this remains the prevailing expectation of the setting.&lt;br /&gt;
* &#039;&#039;&#039;Brutality serves atmosphere, not shock value.&#039;&#039;&#039; Cruelty needs purpose: entertainment, intimidation, punishment, or showing factional ruthlessness among other things. It is particularly encouraged in cases where it may make a round more interesting for a captive. &lt;br /&gt;
* &#039;&#039;&#039;Keep your kindness in reserve as it&#039;s coins in your pouch.&#039;&#039;&#039; Kindness can exist cautiously such as protecting friends and other relations, currying favor, and so forth. However, this should not be handed out willy-nilly. By being more reserved with it, this makes acts of kindness stand out more vividly, especially in dark times like this, and makes it more impactful to the story. &lt;br /&gt;
** For example, your character should generally show little to no concern for the fate of criminals and beggars alike such as those in the dungeon or pillory. &amp;lt;u&amp;gt;Such individuals expect this treatment&amp;lt;/u&amp;gt;, particularly within the setting. Unless there is a very strong, in-character justification beyond simple benevolence, particularly due to strong individual ties to said victim, intervention should be avoided. &#039;&#039;Playing a “white knight” is therefore inappropriate.&#039;&#039; Again, do not assume that every character desires assistance.&lt;br /&gt;
&lt;br /&gt;
== Faction Expectations ==&lt;br /&gt;
This is the general expectation between factions and faction members. It will solely be applied when the Rule of Interesting is &#039;&#039;&#039;clearly&#039;&#039;&#039; broken or in &#039;&#039;&#039;severe&#039;&#039;&#039; immersion breaks. Do not admin-help, just because you are salty that someone betrayed you. As long as you work to add to the roleplay of one another, we prefer to be hands-off and will only get involved in extraordinary cases.&lt;br /&gt;
&lt;br /&gt;
=== The Keep ===&lt;br /&gt;
&lt;br /&gt;
===== Internal Politics =====&lt;br /&gt;
The Keep is the most flexible faction when it comes to morality. They may be evil or good. However, they should generally attempt to align with the Duke, &#039;&#039;&#039;at least on the surface&#039;&#039;&#039;. In theory, you were picked by the Duke himself or one of his subordinates to serve him. However, this does not mean you cannot undermine the Duke or scheme against him. Rather, be smart. Be subtle.&lt;br /&gt;
&lt;br /&gt;
For instance, if you are sympathetic to Matthios and want to help said a captured bandit escape, you are allowed to do so. However, suddenly turning around and joining the bandits in the middle of battle for no real reason is frowned upon.&lt;br /&gt;
&lt;br /&gt;
===== External Politics =====&lt;br /&gt;
The Keep should strive to maintain good relations with the Church in order to preserve its legitimacy. Slaughtering the Church only weakens the Keep’s hold on power, as its authority is derived from the Prelate’s anointment. Eradicating the Church because it has grievances with individual members of the court is an extreme and self-destructive response, akin to resorting to the nuclear option immediately. If relations truly collapse and all other avenues fail, the Inquisition may be persuaded to turn against the Church through bribery or the promise of expanded power. &lt;br /&gt;
&lt;br /&gt;
==== Courtiers ====&lt;br /&gt;
&#039;&#039;&#039;Lore Considerations:&#039;&#039;&#039; The Duke or one of his subordinates has chosen you to serve him directly. He is what gives your realm and your own position legitimacy. Other neighboring nations may see your ruler as illegitimate and may invade if you are too overt. Furthermore, it may encourage peasants to become uppity which puts your own power in jeopardy&lt;br /&gt;
&lt;br /&gt;
* Courtiers may initially oppose the Duke through subterfuge and intrigue, using overt action or outside alliances only as a last resort—ideally eliminating him quietly through stealth or poisoning, and resorting to bargaining with other factions or a coup only if subtler means fail.&lt;br /&gt;
* Ultimately, Courtiers are encouraged to scheme, but you should also avoid being a constant nuisance. &#039;&#039;&#039;You should at least maintain a facade of loyalty.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Knights ====&lt;br /&gt;
&#039;&#039;&#039;Lore Considerations:&#039;&#039;&#039; The Duke has chosen you to serve him directly, and you have been in his service for a long time. You derive your honor, your legitimacy, and your wealth from him. Without him, no other lord will entrust you to them. Betraying him will make you an outcast among the nobility, even if he was hated, making you a &amp;quot;disgraced&amp;quot; knight. Only betray him if you think you must.&lt;br /&gt;
&lt;br /&gt;
* Knights should remain relatively steadfast to the Duke. You are not a templar or a mercenary, therefore your main loyalty should lay with the Duke. This does not mean you must be his lapdog, rather you should be less keen on betraying him outright.&lt;br /&gt;
* You should be more loyal than your average courtier or retinue member, but that does not mean you are fully infallible. Full betrayal is only encouraged if the Duke&#039;s actions directly affects you to an extraordinary degree or in a highly personal way. This should only be done in extreme instances. However, this does not mean you need to always work to the Duke&#039;s benefit.&lt;br /&gt;
* This does not mean you cannot join in on schemes, given that you work to be discreet. However, you should be risk-adverse, as being labeled for dishonor can be worse than death as a knight. You and your family would be marked for shame and shunning forever, leaving banditry your only option.&lt;br /&gt;
* You must actively participate in service of the Duke.&lt;br /&gt;
&lt;br /&gt;
==== Retinue ====&lt;br /&gt;
&lt;br /&gt;
* Regular Garrison members should generally be loyal to each other over outsiders. This does not mean they cannot treat each other poorly, but should be more likely to believe each other over an outsider.&lt;br /&gt;
* They should follow the chain of command, i.e. generally respect the members of court and their superiors on the surface, however, their loyalty is not expected to be as strong as the knights who have sworn oaths.&lt;br /&gt;
* Sustained failure to be paid for time worked is sufficient reason to desert or to betray. They may also abandon their duties for any other serious reasons.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Dungeoneers&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* The Dungeoneer is not an adventurer and should not be treated as one. Their primary responsibility is the care (or torment) of prisoners, which must take precedence over all other activities. They should make a consistent effort to interact with all prisoners, not only personal “favorites.” If prisoner numbers become unmanageable, interesting steps should be taken to address it to avoid neglect.&lt;br /&gt;
* In exchange for these responsibilities, the Dungeoneer is granted wide discretion and leeway in how prisoners are treated, with the expectation that prisoners remain actively roleplayed with. This means that &#039;&#039;&#039;white knighting is discouraged,&#039;&#039;&#039; unless you have a deep personal connection with the prisoner, i.e. see [[New Rules#On Avoiding Unnecessary Intrusion|On Avoiding Unnecessary Intrusion]]. &lt;br /&gt;
* Once custody of a prisoner is &#039;&#039;&#039;granted&#039;&#039;&#039; to the dungeoneer, all authority lies with the Dungeoneer. Do not interfere or attempt to claim a prisoner without permission. Members of the Keep, aside from the Duke, Hand, or Marshal, should not involve themselves in the Dungeoneer’s duties. The Dungeoneer is paid to torture prisoners they are given, and criminals are given little consideration.&lt;br /&gt;
* The Dungeoneer must avoid low quality interactions, see &amp;quot;[[New Rules#On Boring Mechanics Spam|On Boring Mechanics Spam]]&amp;quot; in the Rules.&lt;br /&gt;
&lt;br /&gt;
== Inquisition ==&lt;br /&gt;
&lt;br /&gt;
=== Internal Politics ===&lt;br /&gt;
The Inquisition is a flexible faction in terms of how it can be played, but it should always be portrayed as dangerous and intimidating. Its members can, and should, act corrupt and cruel beneath the banner of fanaticism, especially when doing so advances their cause or expands their power. They are not above making false accusations or conveniently overlooking heresy when it serves their interests. Sympathy toward perceived heretics should be rare to nonexistent. Above all else, the Inquisition should strive to be feared, fully willing to commit heinous acts in the name of the so-called “Greater Good” or simply their own self-interest.&lt;br /&gt;
&lt;br /&gt;
Members of the Inquisition must try to at least follow in the direction that the Head Inquisitor sets. While some dissent is appropriate, you should not be openly working against them as you have been working with them for years now. In only very rare instances where you are personally affected significantly, should you be rebelling and betraying the Head Inquisitor. Simply disagreeing with their methods towards heretic is not sufficient, as one is expected to be horrendously cruel to heretics. You are the Inquisition after all.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;External Politics&#039;&#039;&#039; ===&lt;br /&gt;
Unlike other factions, the Inquisition is not primarily concerned with maintaining the status quo. This makes them the most flexible and sometimes, the most dangerous. However, they should remember that they are outsiders in a foreign land and should conduct themselves accordingly. The Inquisition may ally with any faction that aligns with their interests, but they should act independently and avoid becoming easily entangled with any one group. Their primary goal is to side with whichever faction offers them the greatest advantage.&lt;br /&gt;
&lt;br /&gt;
== Church ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Internal Politics&#039;&#039;&#039; ===&lt;br /&gt;
The Church may serve as a cornerstone of morality within the realm, but this is not always guaranteed. It does not mean its members are incapable of corruption or wrongdoing. For example, turning a blind eye to events at the Keep might be justified in the name of the “Greater Good,” particularly with a goddess like Astrata that values order. This is not a world of black-and-white morality where no faction, not even the Church, is uniformly good. Like any other group, the Church is malleable and susceptible to corruption.&lt;br /&gt;
&lt;br /&gt;
Members should hold at least some loyalty to the Prelate with devotion generally increasing with rank. While dissent is allowed, openly opposing an institution central to your life should be approached with caution and strong cause. That said, loyalty does not require blind obedience. For instance, if the Prelate forbids healing without collecting mammons, quietly aiding those in need in accordance with your character’s religious teachings is entirely acceptable. Direct rebellion or betrayal of the Prelate should be reserved for only the most extraordinary circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Templars and Martyrs are devoted to the protection of the Church. Unless given other orders, they should prioritize defending the Church and remain nearby whenever possible.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;External Politics&#039;&#039;&#039; ===&lt;br /&gt;
The Church should strive to maintain strong relations with the Keep, even amid disagreements or unfortunate circumstances. After all, it was the Church that anointed the Duke. For instance, the treatment of criminals or accused heretics may not arouse concern on its own, but the mistreatment of free and true followers, possibly even foreigner, is another matter entirely and can justifiably strain relations if left unaddressed. This holds particularly true if it diminishes the influence of the Church.&lt;br /&gt;
&lt;br /&gt;
The Church may work alongside the Inquisition and even align with them against the Keep when pursuing a shared objective, but such arrangements should be approached with extreme caution. They may serve a common cause, yet they remain rivals to the Church’s authority and influence.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Others&#039;&#039;&#039; ==&lt;br /&gt;
Again, whether you are a Bandit, Wretch, or a Migrant group, you should typically be loyal as described above to your faction, especially the officially marked leader of said faction if one exists. This does not mean you cannot be cruel to one another, but you should not readily backstab each other either or go out of your way to kill each other or get in each other&#039;s way, especially for an outsider.&lt;br /&gt;
&lt;br /&gt;
== On Heresy ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&amp;lt;u&amp;gt;Not every heinous act is heresy.&amp;lt;/u&amp;gt;&#039;&#039; To be a heresy, it needs to be sacrilegious or be done on behalf of the Ascendant. Not every theft is an act of &amp;quot;Matthios&amp;quot;. Not every act of cannibalism is an act of &amp;quot;Graggar&amp;quot; either. Severity is not what determines heresy.&lt;br /&gt;
* Neither is every degenerate act an act of heresy. For instance, having an orgy alone at the brothel is not &amp;quot;Baothan&amp;quot;, however, having a drug-induced orgy on the Church altar and committing sacrilege is. &#039;&#039;&#039;Context matters, although that is not to say things could not be twisted to get rid of say a political rival.&#039;&#039;&#039; Rule of Interesting applies. &lt;br /&gt;
** While we want to reflect dark medieval times, we also want people to have fun, so being a homosexual does not make you a heretic, neither is being intersex.&lt;br /&gt;
* This is what the Inquisition is for: to figure out if a criminal given to them is a heretic or not. Again, not every murderer or rapist is a heretic. They are to look into the context of the situation, derive information they can from the one they&#039;re interrogating, and to figure out whom they worship. Although again, that is not to say they could not be corrupt or needlessly cruel, given it adds to the roleplay, i.e. Rule of Interesting. After all, false accusations can be part of roleplay if it leads to an interesting storyline and is not abused. Same goes with overlooking heresy.&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=946</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=946"/>
		<updated>2026-02-14T04:16:25Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* On Duty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, especially when they are not disruptive or absurdly noisy.&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, especially if they are not absurdly loud or disruptive enough to demand intervention. Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to those involved, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Certain roles have limited slots and carry significant responsibility, such as Knights and Templars, and should not be treated like standard adventurer roles.&#039;&#039;&#039; This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so when needed. At minimum, keep the scene to reasonable lengths, especially during busy rounds. In &#039;&#039;&#039;very low&#039;&#039;&#039; population rounds where nothing is happening, do as you will unless you are actually needed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in important roles (e.g., a princess) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. &#039;&#039;&#039;If you cannot see their OOC notes, never assume. Always LOOC first.&#039;&#039;&#039; While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=945</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=945"/>
		<updated>2026-02-12T13:57:14Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* On Avoiding Unnecessary Intrusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, especially when they are not disruptive or absurdly noisy.&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, especially if they are not absurdly loud or disruptive enough to demand intervention. Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to those involved, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Certain roles have limited slots and carry significant responsibility, such as Knights and Templars, and should not be treated like standard adventurer roles.&#039;&#039;&#039; This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so. At minimum, keep the scene to reasonable lengths, especially during busy rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in important roles (e.g., a princess) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. &#039;&#039;&#039;If you cannot see their OOC notes, never assume. Always LOOC first.&#039;&#039;&#039; While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=944</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=944"/>
		<updated>2026-02-12T10:06:02Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* Other Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, especially when they are not disruptive or absurdly noisy.&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, especially if they are not absurdly loud or disruptive enough to demand intervention. Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to the victim, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Certain roles have limited slots and carry significant responsibility, such as Knights and Templars, and should not be treated like standard adventurer roles.&#039;&#039;&#039; This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so. At minimum, keep the scene to reasonable lengths, especially during busy rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in important roles (e.g., a princess) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. &#039;&#039;&#039;If you cannot see their OOC notes, never assume. Always LOOC first.&#039;&#039;&#039; While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=943</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=943"/>
		<updated>2026-02-12T09:38:02Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* What&amp;#039;s the Point? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, especially when they are not disruptive or absurdly noisy.&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, especially if they are not absurdly loud or disruptive enough to demand intervention. Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.5em 1.0em; background:#3a3a3a; color:#f0f0f0; padding-right:.25em; padding-left:.25em; padding-top:.25em; padding-bottom:.25em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to the victim, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Certain roles have limited slots and carry significant responsibility, such as Knights and Templars, and should not be treated like standard adventurer roles.&#039;&#039;&#039; This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so. At minimum, keep the scene to reasonable lengths, especially during busy rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in important roles (e.g., a princess) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=942</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=942"/>
		<updated>2026-02-12T09:36:52Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, especially when they are not disruptive or absurdly noisy.&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, especially if they are not absurdly loud or disruptive enough to demand intervention. Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to the victim, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Certain roles have limited slots and carry significant responsibility, such as Knights and Templars, and should not be treated like standard adventurer roles.&#039;&#039;&#039; This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so. At minimum, keep the scene to reasonable lengths, especially during busy rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in important roles (e.g., a princess) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=941</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=941"/>
		<updated>2026-02-12T09:36:38Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* On Avoiding Unnecessary Intrusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, especially when they are not disruptive or absurdly noisy.&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, especially if they are not absurdly loud or disruptive enough to demand intervention. Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Example&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to the victim, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Certain roles have limited slots and carry significant responsibility, such as Knights and Templars, and should not be treated like standard adventurer roles.&#039;&#039;&#039; This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so. At minimum, keep the scene to reasonable lengths, especially during busy rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in important roles (e.g., a princess) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=940</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=940"/>
		<updated>2026-02-12T09:36:04Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, especially when they are not disruptive or absurdly noisy.&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, especially if they are not absurdly loud or disruptive enough to demand intervention. Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Further Elaboration&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to the victim, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; &amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Certain roles have limited slots and carry significant responsibility, such as Knights and Templars, and should not be treated like standard adventurer roles.&#039;&#039;&#039; This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so. At minimum, keep the scene to reasonable lengths, especially during busy rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in important roles (e.g., a princess) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=939</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=939"/>
		<updated>2026-02-12T09:29:25Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* High Power Means Higher Levels of Responsibility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444;&amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, especially when they are not disruptive or absurdly noisy.&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, especially if they are not absurdly loud or disruptive enough to demand intervention. Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444;&amp;quot;&amp;gt;&lt;br /&gt;
Further Elaboration&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to the victim, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444;&amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Certain roles have limited slots and carry significant responsibility, such as Knights and Templars, and should not be treated like standard adventurer roles.&#039;&#039;&#039; This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so. At minimum, keep the scene to reasonable lengths, especially during busy rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in important roles (e.g., a princess) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=938</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=938"/>
		<updated>2026-02-12T09:28:50Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444;&amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, especially when they are not disruptive or absurdly noisy.&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, especially if they are not absurdly loud or disruptive enough to demand intervention. Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444;&amp;quot;&amp;gt;&lt;br /&gt;
Further Elaboration&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to the victim, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;padding:0.25em 0.5em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444;&amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Certain roles have limited slots and carry significant responsibility, such as Knights and Templars, and should not be treated like standard adventurer roles.&#039;&#039;&#039; This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so. At minimum, keep the scene to reasonable lengths, especially during busy rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in important roles (e.g., a princess) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=937</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=937"/>
		<updated>2026-02-12T09:24:10Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.2em 0.75em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444; border-top-left-radius:4px; border-top-right-radius:4px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, especially when they are not disruptive or absurdly noisy.&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, especially if they are not absurdly loud or disruptive enough to demand intervention. Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em 0.75em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444;&amp;quot;&amp;gt;&lt;br /&gt;
Further Elaboration&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to the victim, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em 0.75em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444;&amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Certain roles have limited slots and carry significant responsibility, such as Knights and Templars, and should not be treated like standard adventurer roles.&#039;&#039;&#039; This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so. At minimum, keep the scene to reasonable lengths, especially during busy rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in important roles (e.g., a princess) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=936</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=936"/>
		<updated>2026-02-12T09:22:51Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:2px solid #444; margin:.5em 0; background:#3a3a3a; color:#f0f0f0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.25em 2em 0.25em 0.75em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, especially when they are not disruptive or absurdly noisy.&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, especially if they are not absurdly loud or disruptive enough to demand intervention. Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.75em 0; background:#3a3a3a; color:#f0f0f0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em 0.75em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444;&amp;quot;&amp;gt;&lt;br /&gt;
Further Elaboration&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to the victim, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.75em 0; background:#3a3a3a; color:#f0f0f0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em 0.75em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444;&amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Certain roles have limited slots and carry significant responsibility, such as Knights and Templars, and should not be treated like standard adventurer roles.&#039;&#039;&#039; This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so. At minimum, keep the scene to reasonable lengths, especially during busy rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in important roles (e.g., a princess) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=935</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=935"/>
		<updated>2026-02-12T09:21:57Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em 1.5em 0.5em 0.75em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, especially when they are not disruptive or absurdly noisy.&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, especially if they are not absurdly loud or disruptive enough to demand intervention. Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;padding:0.5em 0.75em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444;&amp;quot;&amp;gt;&lt;br /&gt;
Further Elaboration&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
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Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to the victim, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;padding:0.5em 0.75em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444;&amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Certain roles have limited slots and carry significant responsibility, such as Knights and Templars, and should not be treated like standard adventurer roles.&#039;&#039;&#039; This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so. At minimum, keep the scene to reasonable lengths, especially during busy rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in important roles (e.g., a princess) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=934</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=934"/>
		<updated>2026-02-12T09:19:13Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:2px solid #444; margin:.5em 0; background:#3a3a3a; color:#f0f0f0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em 0.75em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444;&amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, especially when they are not disruptive or absurdly noisy.&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, especially if they are not absurdly loud or disruptive enough to demand intervention. Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:1px solid #444; margin:0.75em 0; background:#3a3a3a; color:#f0f0f0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em 0.75em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444;&amp;quot;&amp;gt;&lt;br /&gt;
Further Elaboration&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to the victim, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em 0.75em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444;&amp;quot;&amp;gt;&lt;br /&gt;
Examples&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:0.75em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Certain roles have limited slots and carry significant responsibility, such as Knights and Templars, and should not be treated like standard adventurer roles.&#039;&#039;&#039; This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so. At minimum, keep the scene to reasonable lengths, especially during busy rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in important roles (e.g., a princess) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=933</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=933"/>
		<updated>2026-02-12T09:15:48Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* Basic Server Standards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
     style=&amp;quot;border:2px solid #444; margin:.5em 0; background:#3a3a3a; color:#f0f0f0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em 0.75em; font-weight:bold; background:#2f2f2f; border-bottom:1px solid #444;&amp;quot;&amp;gt;&lt;br /&gt;
Examples – Expand to See More&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;padding:1.00em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, especially when they are not disruptive or absurdly noisy.&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, especially if they are not absurdly loud or disruptive enough to demand intervention. Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to the victim, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Certain roles have limited slots and carry significant responsibility, such as Knights and Templars, and should not be treated like standard adventurer roles.&#039;&#039;&#039; This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so. At minimum, keep the scene to reasonable lengths, especially during busy rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in important roles (e.g., a princess) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=932</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=932"/>
		<updated>2026-02-12T08:21:34Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* Basic Server Standards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage. Advanced pregnancies are not allowed either.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, especially when they are not disruptive or absurdly noisy.&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, especially if they are not absurdly loud or disruptive enough to demand intervention. Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to the victim, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Certain roles have limited slots and carry significant responsibility, such as Knights and Templars, and should not be treated like standard adventurer roles.&#039;&#039;&#039; This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so. At minimum, keep the scene to reasonable lengths, especially during busy rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in important roles (e.g., a princess) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=931</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=931"/>
		<updated>2026-02-12T00:16:53Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* Basic Server Standards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omitting or Lying in Tickets:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, especially when they are not disruptive or absurdly noisy.&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, especially if they are not absurdly loud or disruptive enough to demand intervention. Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to the victim, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Certain roles have limited slots and carry significant responsibility, such as Knights and Templars, and should not be treated like standard adventurer roles.&#039;&#039;&#039; This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so. At minimum, keep the scene to reasonable lengths, especially during busy rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in important roles (e.g., a princess) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=930</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=930"/>
		<updated>2026-02-12T00:16:04Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* Basic Server Standards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Omission or Lying to Staff:&#039;&#039;&#039; If you are caught omitting or lying about important or crucial information in regards to a ticket, you will be punished.&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, especially when they are not disruptive or absurdly noisy.&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, especially if they are not absurdly loud or disruptive enough to demand intervention. Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to the victim, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Certain roles have limited slots and carry significant responsibility, such as Knights and Templars, and should not be treated like standard adventurer roles.&#039;&#039;&#039; This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so. At minimum, keep the scene to reasonable lengths, especially during busy rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in important roles (e.g., a princess) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=929</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=929"/>
		<updated>2026-02-12T00:13:21Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* On Avoiding Unnecessary Intrusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, especially when they are not disruptive or absurdly noisy.&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, especially if they are not absurdly loud or disruptive enough to demand intervention. Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to the victim, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Certain roles have limited slots and carry significant responsibility, such as Knights and Templars, and should not be treated like standard adventurer roles.&#039;&#039;&#039; This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so. At minimum, keep the scene to reasonable lengths, especially during busy rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in important roles (e.g., a princess) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=928</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=928"/>
		<updated>2026-02-11T11:36:41Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* On Avoiding Unnecessary Intrusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, especially when they are not disruptive or noisy.&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, especially if they are not absurdly loud or disruptive enough to demand intervention. Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to the victim, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. Therefore, if it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Certain roles have limited slots and carry significant responsibility, such as Knights and Templars, and should not be treated like standard adventurer roles.&#039;&#039;&#039; This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so. At minimum, keep the scene to reasonable lengths, especially during busy rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in important roles (e.g., a princess) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=927</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=927"/>
		<updated>2026-02-11T11:36:17Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* On Avoiding Unnecessary Intrusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, especially when they are not disruptive or noisy.&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, especially if they are not absurdly loud or disruptive enough to demand intervention. Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to the victim, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. If it is not absurdly loud to be disruptive, let it play out. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Certain roles have limited slots and carry significant responsibility, such as Knights and Templars, and should not be treated like standard adventurer roles.&#039;&#039;&#039; This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so. At minimum, keep the scene to reasonable lengths, especially during busy rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in important roles (e.g., a princess) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=926</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=926"/>
		<updated>2026-02-11T11:32:43Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* On Avoiding Unnecessary Intrusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, especially when they are not disruptive or noisy.&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, especially if they are not absurdly loud or disruptive enough to demand intervention. Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to the victim, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly, particularly if it is not absurdly loud as emphasized earlier. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Certain roles have limited slots and carry significant responsibility, such as Knights and Templars, and should not be treated like standard adventurer roles.&#039;&#039;&#039; This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so. At minimum, keep the scene to reasonable lengths, especially during busy rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in important roles (e.g., a princess) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=925</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=925"/>
		<updated>2026-02-11T11:32:10Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* On Avoiding Unnecessary Intrusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, especially when they are not disruptive or noisy.&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, &#039;&#039;especially if they are not loud or disruptive enough to demand intervention&#039;&#039;. Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to the victim, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly, particularly if it is not absurdly loud as emphasized earlier. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Certain roles have limited slots and carry significant responsibility, such as Knights and Templars, and should not be treated like standard adventurer roles.&#039;&#039;&#039; This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so. At minimum, keep the scene to reasonable lengths, especially during busy rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in important roles (e.g., a princess) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=924</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=924"/>
		<updated>2026-02-11T11:31:51Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* On Avoiding Unnecessary Intrusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, especially when they are not disruptive or noisy.&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, especially if they are not loud or disruptive enough to demand intervention. Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to the victim, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly, particularly if it is not absurdly loud. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Certain roles have limited slots and carry significant responsibility, such as Knights and Templars, and should not be treated like standard adventurer roles.&#039;&#039;&#039; This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so. At minimum, keep the scene to reasonable lengths, especially during busy rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in important roles (e.g., a princess) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=923</id>
		<title>New Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=New_Rules&amp;diff=923"/>
		<updated>2026-02-11T07:02:02Z</updated>

		<summary type="html">&lt;p&gt;Pot of Stew: /* On Avoiding Unnecessary Intrusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Server Standards ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Relevant Community Rules Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You must be 18+ to play here.&lt;br /&gt;
* You must be courteous to others in OOC and LOOC.&lt;br /&gt;
* You must not provoke others OOCly.&lt;br /&gt;
&#039;&#039;If you noticeably diminish the community&#039;s wellbeing with your presence, you may be removed from it regardless of the other rules.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Server Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Metagaming:&#039;&#039;&#039; using information that your character should not be aware of&lt;br /&gt;
* &#039;&#039;&#039;No Metagrudging:&#039;&#039;&#039; using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player&#039;s experience&lt;br /&gt;
* &#039;&#039;&#039;No Metacommunicating:&#039;&#039;&#039; exchanging sensitive information about the ongoing round via out-of-character means&lt;br /&gt;
* &#039;&#039;&#039;No Exploiting:&#039;&#039;&#039; habitually and knowingly exploiting a bugged feature or mechanic to achieve an unintended and unfair advantage&lt;br /&gt;
** &#039;&#039;&#039;Low Pop Exploitation:&#039;&#039;&#039; do not exploit times of low population to rob or break into high-value or protected locations (keeps, churches, vaults, government buildings, stores, etc.) when those locations cannot reasonably be guarded (No owner is available).&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Standard Character Standards Apply&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Your character must be unquestionably adult. They may not look, sound or be underage.&lt;br /&gt;
* Your character must fit the setting. Avoid resembling a modern individual, either in appearance, speech, behavior, morality, or beliefs. &lt;br /&gt;
* You should not be a reference to a meme, joke, or modern sub-culture. You should not be pulled directly from pop culture.&lt;br /&gt;
* You should not break the fourth wall, i.e. use in-character means to portray out-of-character sentiments.&lt;br /&gt;
* Your descriptors and general flavor text should be written in a tasteful way and should not include elements that cannot be seen such as backstory, preferences, and internal thoughts.&lt;br /&gt;
* The artwork of your character&#039;s portrait should be relatively tasteful. While it can be risqué, avoid being too much.&lt;br /&gt;
* If you are using someone else&#039;s artwork, they reserve the right to request it to be taken down.&lt;br /&gt;
* Avoid making characters that significantly clash with the aesthetic of the setting. We are flexible, but we have limits.&lt;br /&gt;
&lt;br /&gt;
== Admin Discretion is King ==&lt;br /&gt;
&#039;&#039;Our rules are meant to be interpretive. Instead of having specific rules for everything, much is left to administrative discretion.&#039;&#039; Admins can take action against players who degrade the server quality, even beyond specific rule violations. Those who are deemed boring or unfit for the server will be removed after discussion by staff.&lt;br /&gt;
&lt;br /&gt;
Players must respect the setting and contribute to immersion. Staff may guide you on staying within the setting’s boundaries. Staff also reserves the right to remove anyone engaging in malicious behavior, such as griefing or metagrudging.&lt;br /&gt;
== The Rule of Interesting ==&lt;br /&gt;
The Rule of Interesting is the expectation that you act in ways that give others something fun, meaningful, or dramatic to play off of over quick and boring resolutions. One should be focused on creating engaging and dynamic narratives. Instead of focusing solely on winning or immediate resolution, players are encouraged to build compelling stories and character interactions with motives that justify their action. &lt;br /&gt;
&lt;br /&gt;
Outside of rules in regards to player conduct and requirements, this is &#039;&#039;&#039;&amp;lt;u&amp;gt;the most important rule when it comes to dictating the flow of the game&amp;lt;/u&amp;gt;&#039;&#039;&#039; and it often takes precedence. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;What&#039;s the Point?&#039;&#039;&#039; ===&lt;br /&gt;
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: &#039;&#039;&amp;lt;u&amp;gt;&amp;quot;&#039;&#039;&#039;Murders&#039;&#039;&#039; - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don&#039;t breed boredom, or you&#039;ll die from it yourself.&amp;quot;&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avoid Quick Fixes Whenever Possible:&#039;&#039;&#039; Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions &#039;&#039;&#039;whenever it&#039;s allowed by their circumstances&#039;&#039;&#039;. For example, a knight should explore the motivations and background of a captured intruder, rather than resorting immediately to execution. After all, what if there is a mastermind behind all this?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earn Your Quick Fix:&#039;&#039;&#039; Killing should be narratively earned; senseless killing, or offering a thin ultimatum, i.e. &amp;quot;do or die&amp;quot;, which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Engaging with Others:&#039;&#039;&#039; People should feel like they&#039;re able to interact back in a scene, unless a position of authority needs the room. You should not be spamming mechanics outside of combat. Furthermore, you should actually interact with what happens to you, i.e. not ignoring pain or what&#039;s happening around you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be Proportional:&#039;&#039;&#039; Mechanics must be proportional to the weight of the situation. &#039;&#039;&#039;Ex:&#039;&#039;&#039; Amputating every limb off over the slightest of slights is not proportional nor interesting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be a Good Loser:&#039;&#039;&#039; Most importantly, be prepared to lose. &#039;&#039;&#039;The rule does not exist to protect you from consequences, i.e. death, punishment, etc.&#039;&#039;&#039; If you do everything in your power just to win and only that, you are not interesting. Furthermore, making a big fuss and reporting a player every time you die is neither interesting nor fun. You will be removed if it becomes disruptive.&lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of their limbs.&lt;br /&gt;
* If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.&lt;br /&gt;
* An antagonist should aim to create distress, chaos, and disorder, however, they should prioritize meaningful roleplay and engagement over mindless violence.&lt;br /&gt;
* Neither the retinue nor their antagonists should be solely focused on winning. Both sides should create space for the other to respond and roleplay if time permits, especially when one holds the advantage. All parties are expected to act in good faith and avoid using pauses or openings for roleplay to gain a mechanical advantage.&lt;br /&gt;
&#039;&#039;&#039;Discretion:&#039;&#039;&#039; Sometimes, you will regrettably die ICly in mundane and uninteresting ways. It may be unavoidable due to the nature of the game. Not everyone will die an awesome death.&lt;br /&gt;
&lt;br /&gt;
=== Practical Applications ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This list is not comprehensive, but seeks to give examples of the most popular issues to ensure consistent enforcement.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Roleplay First&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;This server prioritizes roleplay above all else.&#039;&#039;&amp;lt;/u&amp;gt; Your behavior in each round should clearly reflect that your primary goal is to roleplay. You should be hesitant to dish out the quickest and easiest, therefore most boring, solution in a round if possible, &#039;&#039;&#039;i.e. murder.&#039;&#039;&#039; After all, this is not a team deathmatch server. If you do not engage in roleplay, you will be removed.&lt;br /&gt;
&lt;br /&gt;
Conversely, this server is not a chatroom experience either. Conflict, consequences, and action are all core parts of roleplay. Death can be part of the story, and players are expected to accept character death when it occurs. Consequences are what give roleplay weight and meaning.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Engagements&#039;&#039;&#039; ====&lt;br /&gt;
There are no rigid rules governing engagements. When no prior context exists, you should generally attempt to roleplay and establish it first. However, some situations reasonably require no prior interaction due to existing context. For example, silently rushing someone who has repeatedly evaded you may be appropriate if done within a reasonable timeframe of one another. Likewise, if a Duke openly declares an assault on a rebel village, battle may occur without additional roleplay. An assassin looking to take out an important leader-type figure like the Duke may do so quietly, given prior context or roleplay. &lt;br /&gt;
&lt;br /&gt;
Ultimately, if your intent to roleplay is clear, and your behavior in the round and your history support that, you will be given the benefit of the doubt. However, abuse of this trust will be met with severe punishment. We expect players to operate in good faith towards one another in order to support roleplay on the server. For instance, type-baiting is forbidden for this reason. You are not allowed to initiate typing and then use that to lure the others into a false of security to attack.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Yielding&#039;&#039;&#039; ====&lt;br /&gt;
Yielding should generally be respected if possible. However, it is not always reasonable or possible to do so. For instance, taking the lich as a prisoner may not be of interest whatsoever. If you betray the trust of your captor once by trying to escape, it may not make sense for them to respect your attempts to yield a second time. Other times, it may just not be practical, but &#039;&#039;&#039;players should not abuse this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same applies in reverse: players should not abuse yielding. If someone respects your yield and spares you but is suddenly interrupted, rejoining the fight when another player engages them in the same fight is frowned upon.  &lt;br /&gt;
&lt;br /&gt;
If you refuse to yield or surrender when given the opportunity, do not expect administrative intervention if you get killed, unless some other rule-break happens. Your actions have consequences.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Avoiding Unnecessary Intrusion&#039;&#039;&#039; ====&lt;br /&gt;
Unlike our initial hands-off approach to roleplay, Ratwood now aims to provide an immersive experience that prioritizes player enjoyment while preserving player freedom. That freedom, however, will no longer come at the expense of others’ enjoyment. While erotic interactions between characters may occur, please respect those scenes unless intervention is clearly justified for the plot, especially when they are not disruptive or noisy.&lt;br /&gt;
&lt;br /&gt;
This applies to non-consensual scenes as well, especially if they are not loud or disruptive enough to demand intervention. Unlike its early days, Ratwood requires respect for players’ OOC preferences at all times, rather than only upon entry. In the past, IC intervention was strongly encouraged, but that is no longer necessary. &#039;&#039;&#039;More often than not, we’ve seen this used as an excuse to frag for the sake of fragging, or even out of OOC jealousy.&#039;&#039;&#039; For example, we have witnessed a character “rescue” prisoners by killing a dungeoneer, only to abandon the victims in their cell while heading out to later beat a woman&#039;s face to a pulp for insulting them. It adds nothing and detracts from the roleplay, and there is nothing that justifies said action from the character. &lt;br /&gt;
&lt;br /&gt;
Intervention should be reserved for situations where it is necessary to advance the plot due to significant in-character obligations, such as rescuing the princess or retrieving the knight captain. When handled well, intervention can create new roleplaying opportunities, but it must be &#039;&#039;&#039;earned&#039;&#039;&#039; through strong roleplay and provide meaningful engagement for all parties involved. The intervener should have a &#039;&#039;clear, established, and strong&#039;&#039; personal connection to the victim, such as factional loyalty, a bodyguard role, or a similar tie. &amp;lt;u&amp;gt;Mere suspicion or hearsay do not apply.&amp;lt;/u&amp;gt; This restraint ensures that stepping in feels significant and justified, reinforcing the setting and strengthening the narrative rather than becoming routine. After all, this is intended to be a &#039;&#039;&#039;brutal&#039;&#039;&#039; setting. It also discourages intervention for its own sake, which is rarely enjoyable and seldom adds value to the roleplaying experience. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A common example is pillory sentences:&#039;&#039;&#039; engaging roleplay often gets shut down by “white-knighting,” leaving the punished player with nothing to do and turning the sentence into a waste of time. Doing so breaks the setting, i.e. intervening on the behalf of a criminal that one should not care about, especially one that&#039;s being punished with public humiliation (&#039;&#039;that is what the pillory is for)&#039;&#039;, and violates the Rule of Interesting by removing, rather than adding, meaningful play. Not everyone desires assistance, nor do they necessarily deserve it ICly. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Boring Mechanics Spam&#039;&#039;&#039; ====&lt;br /&gt;
Spamming mechanics, especially for torture, is boring. Repeatedly twisting limbs on someone already incapacitated shows a lack of creativity. If you&#039;re only spamming mechanics and can&#039;t roleplay or engage otherwise, you&#039;re dull and will be removed from the server. Focus on creating interaction through dialogue and emotes, allowing the other person to respond and engage. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Ignoring Everything&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t act like an SS13 player or a rock—be engaging.&#039;&#039;&#039; Ignoring pain or torture (e.g., shrugging it off) is fail RP and should result in your in-game death, unless your character has a class trait resembling that.&lt;br /&gt;
&lt;br /&gt;
Asking the most revered character for a heal while casually showing no sign of distress is boring. Furthermore, unless you&#039;re a zealot, Templar, or tough warrior like a Veteran or Barbarian, don&#039;t act fearless with no regard for your life.&lt;br /&gt;
&lt;br /&gt;
== Might Makes Responsibility ==&lt;br /&gt;
&lt;br /&gt;
=== High Power Means Higher Levels of Responsibility ===&lt;br /&gt;
If you are playing a &#039;&#039;&#039;more powerful position&#039;&#039;&#039; or if you are in a &#039;&#039;&#039;winning position&#039;&#039;&#039;, i.e. you are a knight that has cornered an intruder with a group of guards in the keep. You are expected to take the route of being more interesting and to enhance the plotline if they have yielded and nothing prevents you from roleplaying with them further. &lt;br /&gt;
&lt;br /&gt;
Leverage your influence. If you&#039;re a high-ranking character, such as a knight or leader, you have the responsibility to shape the narrative actively. Your actions should drive the plot forward and offer something interesting to the week.&lt;br /&gt;
&lt;br /&gt;
This applies to anyone in such a position, as you assume responsibility for continuing the plotline. Indeed, executions may be necessary for the plot point, or at least removing individuals that are uncooperative for further roleplay. However, if someone is willing to roleplay and cooperate with the plotline, give them the opportunity to do so. &lt;br /&gt;
&lt;br /&gt;
Moreover, removing another player’s agency makes you responsible for their experience until it is restored. Do not, for example, simply throw a criminal into a cell and forget them. Be creative, or allow someone else to take over their care, i.e. handing over a prisoner to the retinue or dungeoneer. If you lack the time or availability, delegate the task to someone who does.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A tyrant that executes brutally with great roleplay can be an excellent way to introduce drama and conflict to the story, but wordlessly throwing people into the volf pit does not make a good and fun antagonist.&lt;br /&gt;
* A Duke that decides to execute a prisoner instead of handing them off to a willing dungeoneer or trusted member of the court or retinue is not interesting.&lt;br /&gt;
* A bandit that wordlessly assaults and kills passer-bys, particularly unarmed civilians, is not interesting. One that corners their victim and makes clear threats and demands makes for a good story, even if it ends in bloodshed.&lt;br /&gt;
* An antagonist such as a wretch or bandit who kills a cooperative prisoner simply because they know the way into camp, even when another antagonist is willing to take responsibility for them, does not create interesting or engaging roleplay.&lt;br /&gt;
&lt;br /&gt;
=== Uphold Your Duty ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Duty&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Certain roles have limited slots and carry significant responsibility, such as Knights and Templars, and should not be treated like standard adventurer roles.&#039;&#039;&#039; This means attending to your assigned post and following the orders of your superiors, rather than leaving to clear dungeons or farm loot. In the case of roles like Templars, your main priority is the defense of the Church and you should remain in close proximity, unless ordered otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Above all, you are expected to uphold the duties of your role diligently and be ready to answer the call of duty whenever IC and OOC circumstances permit.&#039;&#039;&#039; If you are engaged in an erotic scene but are ICly able to leave, you must make an immediate effort to do so. At minimum, keep the scene to reasonable lengths, especially during busy rounds.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;On Self-Preservation&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Lastly, players in important roles (e.g., a princess) should not repeatedly and deliberately place themselves in danger beyond reasonable bravado or character flaws.&#039;&#039;&#039; There is a difference between bravery and outright baiting in a way that removes all immersion. Actively seeking peril for the sake of being &amp;quot;kidnapped&amp;quot; alone, all while completely devoid of any self-preservation, does not enhance roleplay. There is a meaningful distinction between a prince leading a guarded expedition and one who consistently ventures &#039;&#039;&#039;alone&#039;&#039;&#039; into extreme danger without justification. This is not to force individuals to play in a risk-adverse manner, rather to require them to actually roleplay. &lt;br /&gt;
&lt;br /&gt;
== Metagroup Regulation ==&lt;br /&gt;
A metagroup is a group of players entering a round with a shared dynamic or gimmick in mind.&lt;br /&gt;
&lt;br /&gt;
Examples that have once existed include &#039;&#039;&#039;Gronn Hordes, Grenzelhoftian Mercenary Company, or Slavers in the Bog&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These groups typically plan their general actions in advance with their members. While metagroups are allowed, certain precautions apply: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inclusivity:&#039;&#039;&#039; Metagroups should not be exclusive based on friendship; anyone meeting their criteria must be allowed to join, given quality minimums are met to ensure metagroups behave.&lt;br /&gt;
* &#039;&#039;&#039;Cooperation with admins:&#039;&#039;&#039; Groups must work with administration on any issues related to their metagroup. &lt;br /&gt;
* &#039;&#039;&#039;Round engagement:&#039;&#039;&#039; Members must actively participate in the round and avoid isolating themselves. &lt;br /&gt;
* &#039;&#039;&#039;Factional Limitation:&#039;&#039;&#039; If they join a faction like the Keep, no members can join any other factions. They are also strictly limited to that faction. Furthermore, if the group exists outside of a faction, no members may join the round as a member of a faction like the Keep. IC duties to their faction always take priority.&lt;br /&gt;
* &#039;&#039;&#039;Antagonist interactions:&#039;&#039;&#039; Metagroups must not assist antagonists without &#039;&#039;&#039;&amp;lt;u&amp;gt;very good IC reasoning&amp;lt;/u&amp;gt;&#039;&#039;&#039;. Extra hands from a metagroup can make members partly responsible for any ducal-wide slaughter that may happen. &#039;&#039;&amp;lt;u&amp;gt;Abuse of this may ban metagroup cooperation with antagonists altogether.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
Failure to meet minimum standards will result in disciplinary actions. More may be added as needed. It is up to the metagroup to keep themselves up to date. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
# There is no enforced continuity between rounds; players may choose whether an event is canon to their character’s arc. However, it is not your place to publicly proclaim others’ crimes from previous rounds. This does not prevent your character from feeling negatively about them, especially if a character is notorious.&lt;br /&gt;
# You may steal from a SSD or AFK player if they have been disconnected for an extended period of time, but do not murder or kidnap them without cause, nor engage them in ERP unless explicitly permitted by the player.&lt;br /&gt;
# You may not violate OOC preferences in regards to erotic roleplay. While torture is expected in the setting, player consideration must be given in regards to extreme graphic torture.&lt;br /&gt;
# Bestiality is not allowed. This pertains to any four-legged, non-fantasy animal, regardless of how sentient or feral it is. However, this does not pertain to andromorphs, i.e. other humanoid playable races, werewolves, nor clearly fictional monsters that possess intelligence comparable to sentient beings such as dragons.&lt;br /&gt;
# The game allows mature themes and content that some may find disturbing. Players may disconnect if they encounter content that causes emotional and/or mental distress. However, if you frequently disconnect under this rule, you should report the issue to the administration team. Do not abuse this rule to avoid consequences.&lt;br /&gt;
# See [[Setting Expectations]]&lt;/div&gt;</summary>
		<author><name>Pot of Stew</name></author>
	</entry>
</feed>