Relevant Community Rules Apply
- You must be 18+ to play here.
- You must be courteous to others in OOC and LOOC.
- You must not provoke others.
Standard Server Standards Apply
- No Metagaming: using information that your character should not be aware of
- No Metagrudging: using your out-of-character sentiments against another player to deliberately act detrimentally to a specific player's experience
- No Metacommunicating: exchanging sensitive information about the ongoing round via out-of-character means
- No Exploiting: habitually and knowingly exploiting a bugged feature to achieve an unintended and unfair advantage
- Low Pop Thievery: 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).
Rule 0 - Admin Discretion is King
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.
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.
Rule 1 - The Rule of Interesting
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.
Outside of rules in regards to player conduct and requirements, this is the most important rule when it comes to dictating the flow of the game and it often takes precedence.
What's the Point?
The point is not to win, rather it is to make an interesting story. Even in the most grimdark servers, they say: "Murders - Often, this is the easiest and quickest way to resolve a conflict - and therefore very boring. Don't breed boredom, or you'll die from it yourself."
- Avoid Quick Fixes Whenever Possible: Instead of resolving conflicts through swift actions like execution or violence without roleplay, players should seek opportunities to add depth to their interactions whenever it's allowed by their circumstances. 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?
- Earn Your Quick Fix: Killing should be narratively earned; senseless killing, or offering a thin ultimatum which is immediately acted upon, does not make a satisfying narrative by itself. This holds particularly true for enforcing a clearly impossible ultimatum.
- Be Engaging with Others: People should feel like they'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's happening around you.
- Be Proportional: Mechanics must be proportional to the weight of the situation. Ex: Amputating every limb off over the slightest of slights is not proportional nor interesting.
- Be a Good Loser: Most importantly, be prepared to lose. The rule does not exist to protect you from consequences, i.e. death, punishment, etc. 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.
Examples:
- A Beggar disrespecting the Nobility should be met with proportional violence: a beating, public humiliation, or tongue removal, not the amputation of their limbs.
- A Kingsman should explore the motivations of a captured intruder, not immediately resort to execution.
- If you are too busy to interact with a prisoner, allow another individual who is available to take over handling the prisoner.
- An antagonist should focus on causing distress, chaos, and disorder, not mindlessly kill everyone they see.