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Server Rules: Difference between revisions

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Latest revision as of 23:35, 18 November 2024



1 The Rule of Interesting

Pretend you’re an actor on a stage. Be interesting. The point is not to win, the point is to make an interesting story.

Players are required to build compelling scenarios with motives that justify their actions before committing to mechanical conflict. Mechanics must be proportional to the weight of the situation.

Sometimes, your character will die in mundane and unfair ways that are complaint with the rules. Carefully examine your situation before reporting it.

Careless murder without any kind of escalation, even if justified, is not interesting.

A Beggar disrespecting Nobility should be met with proportional violence: a beating or tongue removal, not the amputation of their limbs.

A Kingsman should explore the motivations of a captured intruder, not immediately resort to execution.

An antagonist should focus on causing distress, chaos, and disorder, not mindlessly kill everyone they see.


1.1 Might makes Responsibility

Being in a winning position gives you both the power and responsibility to take the most interesting approach, shaping the overall narrative and driving the plot forward where your adversary cannot

A knight has cornered an intruder with a group of guards in the keep. They should arrest and question the criminal, not immediately lop their head off.

The King has had several outlaws brought before him in chains. He should not execute all of them.

A bandit has jumped a lone wanderer in the bog. They should not wordlessly cut every single limb they have and throw them into a river.


2 Role Expectations

Characters are expected to initially remain consistent to the role they choose, until the story dictates otherwise.

Those with more powerful influence, skills, and gear are expected to ad here more closely to their expected roles and should not readily abandon their post.

Characters in positions of leadership have the responsibility to actively shape the narrative. Their actions should drive the plot forward and offer something interesting to round

A beggar can act insane, heretically or antagonistically, as it is a role with no responsibilities.

A man-at-arms should behave like an experienced and trusted soldier.

A member of the Church should not readily align themselves with bandits, vampyres, or werewolves.

3 Miscellaneous

3.1 Immersion

Players must remain in-character at all times. Do not make your char acter look, speak or act like a modern-world person transported back in time. A character’s name or media should not be a meme, joke or reference to anything modern.


3.2 Persistence

No knowledge, including events, relationships, or rivalries, is carried over between rounds. Knowledge can still be retained with the consent of the involved parties, excluding Metagrudge rule violations.


3.3 AFK Interactions

AFK characters are not immune to thievery, with the exception of those who go AFK mid-scene; they are to be left alone until they reconnect.


3.4 Erotic Roleplay

Erotic roleplay is allowed between sentient humanoids, but not protected from outside interference.


3.5 Defiance

Defiant characters are protected from being subjected to non-consensual erotic roleplay, even after death. Overriding the mechanical restrictions with emotes is prohibited.


3.6 Underage Characters & Behavior

Underage characters, advanced pregnancies and excessive baby-talk are forbidden. All character media should look unquestionably adult.


4 Good Faith

The following are strictly forbidden:

Metagaming: using information your character should not be aware of.

Metagrudging: using an OOC/Past-round knowledge to nega tively affect someone’s current round.

Metacomming: exchanging sensitive round information OOCly.

Exploiting: Knowingly exploiting a bugged feature to give your self an unfair advantage.