(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);">Policy/Rules

From Citadel Station RP Wiki
Revision as of 13:37, 24 October 2022 by Silicons (talk | contribs)



The Rules

Important

These rules are enforced in addition to Server/Global. Read both.

These rules apply to the Citadel RP SS13 server.

Rule 0: Elastic Clause

Citadel RP is aimed towards establishing a story and roleplay focused environment. While we lean towards organic gameplay, a moderate to high level of roleplaying is expected for the server's environment. Administrators may intervene as they see fit within rounds, and may sanction problematic individuals in the interests of maintaining this environment. An effort to keep repercussions and punishments In Character is encouraged, outside of the most extreme cases and offenses. Staff members will be held responsible for actions taken under this clause.

  1. Toeing the line - the concept of repeatedly skirting the limits of a rule but not explicitly breaking it - may be treated by the Staff as equivalent to breaking the rule.

Rule 1: No Griefing

  1. Do not go out of your way to make the player on the other side of the screen miserable.
  2. Do not go out of your way to ruin peoples' enjoyment of the server as a whole.
  3. This rule is focused on actions that can not feasibly be explained to be IC.
  4. Context matters. We are not here to police feelings. However, if it is clear that what you are doing would make the average person uncomfortable or be enough to harass an average person out of the server/community, it will be considered equivalent to griefing.
  5. In game conflicts should stay in game. Killing someone with flimsy IC reasoning is a breach of Rule 4, not Rule 1. Killing people for no reason at all, however, is.
  6. Causing trouble IC in general is not griefing, and should be punished/managed IC.

Metagrudging

Do not carry grievances across rounds excessively or maliciously.

  1. Do not grudge other players for grievances from previous rounds, especially in ways that would seriously/mechanically impact their round experience.
  2. Having a negative relationship with another player due to in character experiences in the past is not Metagrudging. However, causing the player in-game harm, either by action or inaction, harassing the character unnecessarily, or remaining hostile towards them when playing as a different character are examples of Metagrudging.
  3. The spirit of this rule is to act in good faith to not negatively impact peoples' rounds unnecessarily.

Act in good faith. Personal conflicts are allowed - and even in the above, people who hate each other are allowed to fight under reasonable circumstances. Do not go out of your way to ruin anyone's day, or to drag uninvolved players into your conflict repeatedly.

Interacting with AFK Players

Do not interfere with AFK players unless an emergency requires it.

Avoid inconveniencing AFK players.

  1. This may include attacking, forcefully injecting them with chemicals, stealing their stuff outside of an emergency, and/or similarly interfering with them.
  2. It is acceptable to strip AFK players for immediately relevant gear in an emergency/pressing IC situation.
  3. If you are security attempting to arrest someone who has disconnected, you are allowed to continue the process, as disappointing as it may be for them. However, keep in mind that it might be more fun to turn a blind eye.

Rule 2: IC and OOC Separation/Immersion Clause

Keep IC and OOC knowledge separate. This rule mainly pertains to per-round information, and forms the basis for IC immersion. Broader policy on roleplay is detailed in Rule 3.

  1. This means you can not act on information your character does not know.
  2. The game usually tells you if you should forget past lives, but use some common sense if it's obvious you shouldn't know information.
  3. In general, you are allowed to remember all information that you have while playing the same mind - minds are usually transferred with brain swaps/procedures like being turned into a cyborg with your brain in a MMI, etc etc.
  4. Deadchat information is OOC knowledge.
  5. Do not abuse the respawn system. Using it to get back at players by switching roles or jobs, or using it as a respawn when your character is clearly taken out of the round and not going to be cloned during the round is not allowed.

Fantastic Elements

SS13 possesses both Science Fiction and Fantasy elements. This is a statement reinforcing the canonicity of fantastic elements unless otherwise stated.

There is a common misconception regarding the usage of the term "Heavy/High Role Play", which often results in players assuming HRP settings must adhere to completely realistic or otherwise mundane settings. In Space Station 13 terms, this is often misinterpreted as adherence to a Hard Sci-Fi environment. However, from its inception, Space Station 13 has included largely fantastical elements, including Wizards, literal magic and sorcery, and communication with the literal spirits of the dead. With this history in mind, CitRP's Lore Team and Administration have taken this brief section to clarify that magical and otherwise 'Fantasy in Space' elements are integral to the spirit of the game, and should be treated as largely canon when encountered.

  1. Lore restrictions on what is common knowledge are covered both here, in Rule 3, and in relevant pages on the wiki itself.
  2. In essence, it is the consensus of the Lore development team that Space Station 13 is a Science Fiction setting which possesses traits and lore commonly associated with fantasy, and that magical elements encountered by the players should be treated as consistent with the in-character universe.

Mirror Backups

Mirrors run off of a back-up system for mind-state storage. Mirrors will only automatically save their mind-states once per day.

Mirrors are automatically synced with Central Command's back-up network at the end of each shift. When an employee with a mirror installed dies in the field and must have their mirror transplanted into a new body, the mirror reverts to its last saved mind-state.

  1. If your Mirror is transplanted into a new body/sleeve, you do not have the memories of the time between the last sync (the end of the last shift) and your death.
  2. Upon being resleeved, your body undergoes great stress and trauma. You are expected to adequately roleplay this. How this is done is at the player's discretion, but you should not be capable of carrying out strenuous duties until the end of the round at minimum, e.g; repelling boarders. You are free to have your character be recovered by the next shift, but players can elect to extend this time if they desire.

This significant loss of memory/mind-state disruption may be mitigated by engaging a manual back-up. The Medical department's equipment is able to manually save the current mind-state regardless of how far or close it is to the global sync. Employees who engage in hazardous operations are encouraged to manually back-up frequently.

  1. If you manually back-up your Mirror, you have all of your memories up to that moment upon being revived.

Metacommunications

Do not communicate private information to other players outside of the game.

Metacommunications, ('Metacomming') is defined as sharing in game information private to a player's character (e.g. what you see, what you know of the other players in round, etc), to another player outside of in-character communications channels.

  1. This includes any information gained from deadchat/similar.
  2. 'Outside of IC communications' may include but are not limited to voice chat, Discord channels, private messaging, etc.
  3. This rule is in place to prevent anyone from having an unfair advantage by using information their character should not know. Do not skirt around it - the spirit of the rule is what counts here. If it is proven that you are breaching this to provide an unfair advantage harmful to other players, all players involved will be removed from the server, dependent on severity.

An exception may be made for someone teaching a new player - ADMINHELP TO INFORM US!

Netspeak

Do not use emoticons/chat abbreviations outside of digital communications channels.

Netspeak pertains to certain kinds of out of game typing that are generally viewed to be immersion breaking Brief list of examples (not limited to these):

  1. Text messaging abbreviations: wtf, lol, brb, afk
  2. Emoticons: :), OwO, ^_^
  3. Abbreviations of Head of Staff/job titles/names/etc are okay. Examples: HoS, RD, CMO, Cap, etc. It's up to you whether or not you want your character to speak these proper or using their abbreviations.
  4. Netspeak is okay over in-game text communication channels: PDAs, computer/tablet IRC, etc.
  5. The Binary channel and EAL/binary language are not considered text.

OOC Concepts

Make an effort to convert OOC concepts like 'lag' into IC equivalent phenomena, like 'bluespace interference'.

OOC Concepts are things like lag, network ping, the game's code, and other fourth-wall breaking concepts that your character would not know in universe. We do not disallow referencing them, but we do require an effort to make them more compatible with the universe.

Rule 3: Stay In Character

The RP server enforces a general expectation of realism regarding character antics. We want shenanigans to be possible and funny/interesting character setups to be possible, but we also expect players to be believable as a member of Nanotrasen's crew.

CHARACTERS MUST BE OBVIOUSLY OVER 18. Don't even go near the line of making a character seem underage - this is zero tolerance.

SOP and Legality

SOP and Corporate Regulations form the backbone of RP's in-character rules and standards. Players are expected to adhere to these standards to maintain a strong roleplay environment.

The RP server utilizes an in character set of guidelines known as Standard Operating Procedure to form the basis of IC expectations regarding player interaction.

  1. SOP is not Space Law, and is not enforced by Security. For laws that Security is expected to enforce, refer to the Policy/Corporate Regulations page.
  2. Non-Security Heads of Staff are also expected to adhere to SOP, with more autonomy granted towards interpretation of non-essential clauses. More importantly, Non-Security Heads of Staff are expected to enforce SOP on their departments, and can be held liable for breaches of Procedure committed by lower ranked department members.
  3. Do not enforce SOP maliciously. Standard Operating Procedure exists to enhance the immersion/roleplay environment, not restrict player freedoms completely. Take time to consider whether enforcing SOP to the letter is necessary.

Character Design/Personalities

You have been hired to work for a galactic Megacorporation. Create a character that would realistically be able to retain employment.

We do not have a hard limit on what personality a character may act like, with some exceptions.

  1. "My character is crazy!" is not an excuse to break the rules. If your character is so crazy they can't last a day at a futuristic research station without a major incident, they don't belong on the station.
  2. Characters with mental quirks that result in volatile/otherwise unstable behavior are allowed - but if this starts to impact gameplay, we will intervene and tell you to tone it down/change it up.
    • This especially applies to Security/Command/roles of authority and power. While having a depressive/slightly maniacal Head of Security might be fun once in a blue moon, we do not want people using this as an excuse to mess with others repeatedly.
  3. Characters that tend to be hostile/abrasive are allowed. However, keep it in good faith - do not grief and show discretion.
  4. Do not impersonate Staff or other Player Characters.
  5. Speak normally. Do not constantly shout in all caps.
  6. Creating a disabled character is perfectly fine, but do not take on a role that your disability is completely incompatible with (i.e., a blind HoS, a quadruple amputee surgeon, etc.)
  7. Your character must be believable. NT crew are not super-powerful beings (i.e., eldritch demigods, literal angels, mythological figures, etc.)

In-Game Suicide and Ghosting

Intentionally killing yourself may result in a PK, and is a potentially bannable offense.

No sane character is going to commit suicide at random. Do not intentionally commit suicide to avoid conflict or to solicit sympathy/"for drama". Committing suicide is treated as a full Player Kill (PK) and will most likely result in a ban. If you want to leave the round, cryo out. If you want to use the experience to provide emotional impact for a situation, re-evaluate your choices.

  1. Do not commit suicide to avoid IC punishment (e.g., killing yourself in the permabrig). Doing so may result in either a server ban or identity ban.
  2. Likewise, do not ghost out of your body to avoid IC punishment. If you do not wish to serve your sentence, use a cryo pod to leave the round. Rules restricting respawning are in effect for that character once you have left the round.

Naming Policy/Reference Characters

Adhere to the established naming structure for your species. If you cannot find this structure, ask an Admin or a player familiar with the race.

  1. Characters may not be named after real-life celebrities, politicians, or characters from popular culture and/or video games.
    • This is only applicable to a direct copy, as well as low effort near-complete replicas (Tronald Dump vs Donald Trump, etc).
    • Naming your character like someone but not the same as someone is acceptable. (Gronkowski Zilet vs Rob Gronkowski, the latter being a real life football player.)
    • Acting like someone is acceptable (Marisa Kirie vs Kirisame, where the player character also exhibits characteristics similar to the one from fiction). Keep things reasonably believable for the setting of the game, however.
  2. Character names may not contain nicknames. (E.g. Jason "Jay" Brooks)
  3. Human character names may not be just one name. (E.g. Jack)
  4. Character names may not contain hierarchal titles, like Duke, Lord, Queen, etc.
  5. Character names may not contain job related titles, like Dr., Mr., Capt., etc. - this is what your ID card is for.
  6. Character names may contain middle names. (E.G. Carly M. Snyder)
  7. Otherwise, character names only need to make sense for the character's species. All playable races have established general conventions for name creation that players are expected to follow, to at least the minimum degree.
  8. One-off super gimmicky Event roles, as well as the theatrical Clown/Mime roles are generally exempt from naming policy. If you somehow make a name too offensive admins may ask you to change it or change it for you, but you should generally be fine.

Escalation

Attempt to resolve conflict at the least severe level possible.

Characters should respond to and escalate conflicts in a reasonable manner. It is impossible to write a policy that covers every situation without being too lax or too restrictive, but if you make yourself to be such a problem, i.e. you seek out escalation for the purpose of inconveniencing everyone as much as you can, you will be considered the problem rather than everyone else.

Characters With Antagonist/NanoTrasen Backgrounds

You are allowed to have a history of employment with NanoTrasen or any other Corporation in your backstory. This connection may not imply/confer advantages to your current IC status.

Characters with backstory history of working for NanoTrasen or hostile factions are allowed with caveats.

  1. Antagonists:
    • They may not be currently employed by them in a way that would make them a detriment to the station. No "I'm a double agent" type things.
    • Openly affiliating with, or expressing a prior affiliation with, an Anti-NT/Hostile faction may result in discrimination, firing, or open suspicion regarding your activities.
    • For example, you may have worked for Waffle Co's R&D department and helped refine addictive additives before being recruited by NanoTrasen.
    • You may not, however, have formerly been a Nuclear Operative responsible for singlehandedly slaying NanoTrasen Captains with your dual e-sword.
  2. NanoTrasen:
    • Considering you are currently employed by NanoTrasen, having a prior history with the company is acceptable.
    • You may not attempt to leverage a prior position with the company in your personal backstory into an in-game advantage/justification for your actions.
    • For example, you may have been working for NanoTrasen your entire life at a different facility.
    • You may not, however, be the grandson of John NanoTrasen, and heir to the NanoTrasen fortune. (John NanoTrasen is not a canon character, and exists only as a hyperbolic representation.)

Your background may never be used as an excuse to impact important gameplay decisions you take

  1. No helping antagonists/self-antagging because you want to be associated with a hostile faction. No demanding all-access because you're a retired NT executive. This kind of thing will not be tolerated at all.

Respecting IC authority

Rules and standards are enforced in character whenever possible. As such, respecting Central Command Officers, station Heads, and Security is expected of all players.

The RP server treats each player as an employee of NanoTrasen. As such, there is an established hierarchy that players are generally expected to follow. The Chain of Command and SOP outline expected player interactions with positions of authority.

  1. This is still a game. A player working under a Head of Staff may disagree with/disobey that Head of Staff, but they should expect action to be taking from an In Character perspective in regards to their insubordination.

Character Relationships

Character relationships are a vital component of the role play server's environment. However, do not show extreme favoritism/prejudice based on relationship alone.

Character relationships are allowed, and encouraged. RP has persistent rounds. Consequently, it is expected that relationships will develop between player characters.

    • However, you should not go out of your way to give your friends mechanical/tangible in game benefits, or go out of your way to harass/discriminate against people you don't like.
    • While character continuity is nice, it's unfair to other players for the same cliques to be giving each other benefits. It's also unfair to someone if someone else they slighted continuously ruins their experience just because said someone doesn't like them.
    • Do not go out of your way to make the experience wildly different round after round for specific players. No one will care if you hand something fun out to a friend one time or another, but we will take notice if you're constantly providing the same people powerful items or other benefits to a player just because they're your friend.
    • Do not railroad someone who is unwilling to participate in such petty fights into having their entire round be dealing with you. Some slights are fine, harassing someone the entire round isn't.

IC Knowledge Regarding Antagonists and Contraband

On RP, the Syndicate has been defunct for an extended period of time, and the galaxy is at relative peace. Displaying an intricate and in-depth knowledge of antagonists/traitor items is not permitted outside of specific Roles.

RP and Main's settings inhabit two separate canons at two different points in time. In RP's setting, the Syndicate dissolved nearly a decade ago. Remnants of their organization exist, but are no longer considered to be a major threat to NanoTrasen.

This rule is aimed towards allowing crew retaliation/recognition of antagonistic/illegal devices and implements, without allowing the crew to act on extremely specific knowledge, like what roles can buy what syndicate items, OR immediately marking someone off as 100% a hostile antagonist because they have a syndicate item.

Player characters on RP are expected to have a very vague grasp of what the Syndicate was, as well as what other antagonistic entities are, to an equally vague degree. Specific general knowledge that players may be expected to exhibit for the major antagonist classes will be outlined below.

Antagonists may know full details regarding powers, abilities, items, or other things they have access to.

Crewmember Knowledge/Actions:

    • Traitors: Crewmembers may know upon witnessing or upon finding Syndicate items or abilities that these items are contraband. Whether or not it is dangerous depends on what it is. You are allowed to know what it does and how it works.
      • People possessing contraband should be dealt with by security and regulations as necessary. Example: A person has an emag. It is illegal. Have security confiscate it, search them, and brig them if necessary.
      • You are not allowed to know internal details of the methods of acquiring an item, outside of it being known to be smuggled in by hostile entities, unless someone tells you in-character.
      • Judge on actions and what they have, not the fact that they have some form of contraband. Someone with a bomb/gun is far more dangerous than if they had an emag or some EMP grenades.
      • Random searching of players is covered by SOP and Security Policy. You may not search for contraband/stealth without a reason to suspect someone has them.
        • This is mostly enforced in code using identification components - which means don't run items through the deconstructive analyzer just in case.
        • Otherwise, the following applies:
        • Anything disguised as another item shouldn't be checked for disguises without a good reason to suspect someone has it, like microlasers and EMP flashlights
        • You may not check for illegal implants/organs without a reason to suspect someone has it, like them emitting EMPs, magically having their cuffs drop, or magically acquiring hardware after being thoroughly searched.
    • Cultists: Crewmembers may recognize Cult paraphernalia or abilities as contraband. Cultists themselves, whether wearing Cultist gear or disguised as civilians, may be identified if they exhibit magical abilities or utilize Cult items. Blood runes may be identified as something suspicious by default.
      • Magic is new to RP, and rare. This is not to say that magic is new to the Galaxy. Magical abilities are seeing a sudden resurgence after years (possibly decades) of latency. As such, the general identification of a magical ability or item as suspicious is allowed for untrained crew.
      • Specific knowledge of Cultist mechanics or greater deities such as Nar-Sie or Ratvar, is not general knowledge. Untrained crew should not know who these entities are, and consequently should not casually refer to them.
        • Chaplains, Heads of Staff, and Central Command Officials are the clear exceptions to this rule.
        • If a character has a backstory reason for knowing of a Cult or "magical" religious order, they may exhibit a greater understanding of how Cult mechanics work. We will monitor these cases, and you may be asked to change these details if they are considered to be egregious/unrealistic.
    • Changelings: Crewmembers should consider Changelings to be a myth. There are several xenos species capable of some general form of shapeshifting, or morphing.
      • The confirmed existence of Changelings as a threat is known by Central Command and Heads of Staff but the Changeling "race" has been hunted to near extinction. They have fallen into myth and are incredibly rare.
      • An entity exhibiting the mechanical characteristics of a Changeling is still suspicious (ie two copies of the same person running around claiming to be the original, blatant shapeshifting into a monkey, etc).
      • Organizing a crew-wide manhunt to contain a Changeling is considered poor form. Report the suspicious activity to Security, just as with any other suspicious person.
    • Wizards: Crewmembers should consider Wizards to be a myth/exaggeration of historical fact. Magic has, once again, been dormant in the galaxy for decades. The Wizard Federation exhausted its forces during NanoTrasen's monopoly on Phoron, and consequently no organized Wizard activity has been observed in years.
      • Central Command, Chaplains, and Heads of Staff are aware that Wizards were a genuine but rare threat in the relatively recent past.
      • Mechanical knowledge of magical powers, such as whether they require the robes or hat to function, should not be possessed by general players.
        • A general sense that wizards have power in their clothing may be acceptable.

Rule 4. Fulfill Your Role

If you sign up for a role, you must make a good faith effort to do it. We don't expect you to be on the beat all round - everyone needs a break and no job requires full time participation for the entirety of the 3-5 hour round, outside of the most chaotic of times. However, minimum participation is required if you sign up as anything but an assistant.

If you signed up for it, do it. The minimum of every job must be done: Engi - setting up power, Security - responding to distress calls or obvious emergencies, Science - doing nodes/upgrades as needed when asked to, etc. Be proactive when the situation calls for it. If you're on in a populated round, minimum effort will not cut it. If you didn't want to do the job, don't sign up for it.

Inexperience/Lack of Knowledge

Inexperience will not generally be severely punished. However, if a role requires extensive experience, jobbans may be placed to encourage development of job related skills at the lower tiers first.

Players will not be punished for lacking knowledge about game mechanics in a department as long as they make an effort to learn. Players aren't required to be the utmost efficient that is possible. Do your job to a decent degree if you can, though.

Heads of Staff

Heads of Staff are ambassadors and mentors for new players and old players alike. Their jobs are more complex and nuanced. They are expected to adhere to stricter standards of conduct, and can expect to face more scrutiny than non Heads.

Heads of staff are expected to take a high amount of responsibility for the station - YOUR JOB COMES FIRST AT ALL TIMES, and you should be proactive about it! Don't spend large amounts of the round AFK or doing nothing.

  1. In the event you need to vacate the round, whether leaving via cryo or going AFK for more than a few minutes, adminhelp and inform the crew, or at least your direct underlings.

Heads of staff should generally err on the side of caution when it comes to shenanigans and causing trouble - you're a leader, not a troublemaker. Be a good example for other players. The tolerance for heads of staff causing problems is far lower than everyone else, especially if repeated.

Lead your department and provide guidance. However, you also have a responsibility to the station - if there is no one effectively leading the station, the remaining heads of staff (if any) should make an effort to direct things to go smoothly as possible within the IC context of the round.

  1. Heads of staff are not required to know every nuance of their department, but they must know how most of their department works. Someone who has no idea how to revive people has as much of a place in Medbay as a Chief Engineer who can't set up the engine.
  2. With power comes responsibility. Do not abuse your power as a head of staff to be a dick to other players. People who do this will be quickly removed from said roles.

ERP

Your job/the round comes before ERP. Clock out, or be prepared to leave your scene on pause if something requiring your attention comes up.

Your role always comes first. Do not abandon your duty to ERP. This is especially relevant if you are in a department that tends to be constantly needed. If you want to scene exclusively, play assistant or play a role that isn't generally needed - OR, make an effort to have yourself replaced by command staff by someone else.

  1. We will not be extraordinarily harsh if you made a serious, best faith effort to stay in line, but in a time of crisis remember your role's job.

Doing Multiple Jobs

A single character should not know how to do every in-game job. The general rule is: Two Departmental Jobs and One Civilian Job.

We do not restrict IC knowledge of game mechanics other than antagonist abilities/items/etc., featured in rule 3. That said, stay in your lane if it's not your job, outside of pressing IC need. It's outright a dick move to entirely steal people's jobs. They signed on to do that job - you shouldn't take it from them unless they are wholly incapable of doing it, or there's otherwise a pressing need for you to.

The general guideline on RP is to exhibit competency/mastery in two departmental jobs, with allowance for one civilian/service role (ie, Maining Security and Chemistry, but moonlighting as a Bartender). Branching into other jobs or learning them organically is allowed within reason. This policy exists to establish a reasonable expectation of how many complex tasks one person can reasonably master.

  1. Station wide threats are generally immune from this clause, see: vendor uprisings, meteor storms, etc.
  2. Is someone hurt/dead in med? Don't barge in if there's medics who can fix them.
  3. If there is insufficient staffing for a certain role, you are allowed to get involved. The game goes on regardless of who's playing what - this rule is only here to make sure everyone's fun isn't siphoned by someone who knows the entire game.
  4. Immediate threats and other emergencies are generally immune from this clause. If there's a breach, no one will get upset if you fix it.

Rule 5: Do Not Powergame

Do not out of your way to ensure that you are prepared for every event possible. Avoid the same, boring methods of bringing conflicts to a close as quickly as possible. Conflict drives a game - it is unfun for all involved if one or a few person(s) are always eliminating the capacity for conflict wherever they can by running powerful mechanics to the ground, or otherwise preparing for every possible situation.

Rule 6: Avoid Excessive Antagonistic Actions/"Greytiding"

Players are allowed to and encouraged to spark reasonable in-character conflict within reason.

  1. The most important guideline here is: Do not always make yourself the center of attention. You should not be breaking the law/inciting conflict with everyone on the station every single round.
  2. It's fine if you aren't agreeable with people, but if you are repeatedly getting hunted for breaking and entry, you're the issue.
    • If you're breaking into Engineering round after round for a toolbelt you're the issue.
    • If you are antagonizing security round after round without end, you are the issue.

Regarding/Defining Greytiding

Constantly causing conflict or committing crimes for your own benefit is considered 'Greytiding'. Exhibiting consistent Greytiding behavior is not allowed.

Realistic IC scenarios and immersion are important. Keep in mind that you work for a corporation. If you are inflicting demonstrable harm consistently, you will most likely be severely reprimanded or fired.

  1. Breaking into places randomly for the sake of acquiring powerful items is not allowed - this is powergaming/"greytiding".
  2. Randomly attacking security/heads of staff, and inciting rebellions against authority figures is not allowed.
  3. Randomly attacking people is not allowed, starting small-time conflicts and occasionally escalating it is.
  4. Doing something funny is acceptable, but don't infinitely stack trouble to the point where you are seriously destructive to the station's crew or operation.
  5. Regarding causing trouble in a way that would likely get other players, security or not, to intervene/chase you: READ THE ROUND. If the round is already extremely chaotic, maybe assist with helping authority restore some semblance of safety for the crew instead of adding to it. If the round is boring with nothing happening, that would be a far better time for you to start some shenanigans.
    • If the situation changes, change what you're doing. If you're causing security a headache and the round begins to take a turn for chaos, reduce what you are doing or become passive entirely. You're not required to suddenly allow security to arrest you but don't do anything that'll make it worse. We want conflict on the server but overdoing it overwhelms the best of security players. If you aren't an antagonist, don't turn the round into living hell, especially when it already is.
  6. If you wish to engage in a "fun"/"funny" action that may classify as self-antagging, ask an administrator. If your idea isn't too outrageous, an Admin is more than likely going to allow it. Admins may deny a request for any reason. Asking before you act can make the difference between a ban and permission to experiment or "spice" up a slow round.

Rule 7: Sexual Content

This rule mostly refers to things that are considered too indecent to do in public in an urban area of the United States. If it isn't - it's really just regular roleplay for the purposes of these rules, and therefore exempt.

  1. Vore is considered sexual content for the purposes of this rule.
  2. Size mechanics are considered sexual content for the purposes of this rule.

ERP/Sexual Mechanics

Adult content is allowed, and there is a reasonable expectation that you will be exposed to it during play. Respect the wishes of others, and do not force ERP on any player. Using ERP mechanics for a combat/game advantage is a bannable offense.

This is an adult server with adult content. Understand that you'll be exposed to this. HOWEVER, it isn't the point of the server, and it will definitely not be shoved down your throat. ERP mechanics are never to be used for mechanical gameplay/conflict purposes. Gameplay mechanics are strictly separate from ERP mechanics.

  1. Never harass people with unwanted ERP, whether it is verbatim ERP or sexual-related mechanics. No means no.' We take these things very seriously - if someone says to stop, stop. Gain OOC consent before initiating an erotic scene - do not assume someone would be okay with it.
  2. However, someone clearly going along in-character with a scene that is becoming erotic will not be able to get the other party in trouble by ahelping unless the other party refuses to stop when asked.
    • Respect OOC notes if someone has them - you should generally assume it's accurate to their wants unless they specify otherwise in LOOC.

ERP Protections

Harrassing or interfering with players privately engaged in ERP is against the rules. Do not go out of your way to bother other people's private roleplay. Do not unnecessarily interrupt ERP without a pressing reason to. This may include but is not limited to:

  1. Someone participating is clearly using it to shield themselves from conflict. Be reasonable here - don't use something from 20 minutes ago as an excuse to break into someone's room to attack them
  2. There is an emergency and someone inside is shirking their duties and they are needed now.
    • Before breaking in on a scene, consider ahelping regarding them abandoning their job to ERP.

Public ERP

You may engage in public ERP. This specific kind of ERP does not benefit from ERP Protections, and if you are asked to move to a private area, you are expected to comply.

Public ERP is considered any lewd/lascivious roleplay that is clearly visible to the public.

Public ERP is not protected and can be ICly interrupted within reason and escalation. Furthermore, you must bring ERP to a private area if asked - not everyone wants to read your scene, especially if it contains elements some consider unacceptable.

  1. Be reasonable still. if a majority of a room is partaking in something and you are uncomfortable with it, where said room is semi-private e.g. library game room, consider avoidance rather than seeking conflict. This is obviously not applicable for clearly public crew grounds like main hallways/primary departmental hubs.

Rule 8: On Adminhelps

When issues arise, and you think someone is in breach of an OOC rule in a manner negative for the server's enjoyment, adminhelp. Do not wait until the end of the round, or, even worse, multiple rounds after that. If it isn't an in game issue, make a discord support ticket.

  1. If you wait to the end of the round or even further to adminhelp something you perfectly could have within round, there is a chance administration will refuse to take the ticket. This is obviously not applicable if there's a good reason you waited. This is simply because holding up the entire server for one ticket is dickish to every other player on the server.
  2. If no admins respond, adminhelp anyways and ping staff to come on in Discord. If still no one responds and says they are taking the ticket, you are allowed and encouraged to make a discord support ticket to have it addressed there.
  3. Admins are not required to give you the exact outcome of a ticket. This is sometimes for the information privacy of the other party. It is up to the individual admin to determine if it is right to say exactly what happened in each situation.

Policies

Beyond the standard server rules listed above, certain jobs/roles carry additional standards and expectations. These are outlined on their individual pages in the Policy category on this Wiki.

Legacy Rules/Archive

The Prior Iteration of the Rules. Although not currently valid, they remain accessible here for study and discussion purposes.
 
These Rules are for use on the '''Roleplay Server''' ''alone'' and ''not at all'' applicable to the Main Server. Specific changes to each rule have been inserted below, either as an additional segment or as an overriding change.

==Server Caveats==
#You must be 18 years or older.
#You must be able to read and write English with a level of comprehension meeting the US Grade 11-12 standard.
#Repeatedly coming close to breaking a rule (i.e., "toeing the line") will be counted as breaking the rule.
#Repeatedly breaking the same rules will accrue harsher punishments.
#All examples are just that and are not an exact list of what is and is not allowable.
#Don't be a dick.
#To gain access to the server, use the #station-access-request channel on the Discord.

==Citadel Station RP Rules==

===Rule 1: Do Not Grief===
Griefing is deliberately irritating or angering another player using aspects of the game in unintended ways.

#Don’t spam emotes, in-character speech, OOC text, or anything else.
#Do not kill or attack people randomly or indiscriminately. If you have a reason to attack or murder someone, have a strong justification for it.
#Do not exploit bugs. Report all bugs on the Github.
#Do not intentionally cause damage to the station, machines, or other structures/objects for no reason.
#Do not harass another player out of character. In-character harassment is subject to admin intervention if it becomes overbearing.
#End of round grief (AKA, EORG; i.e., griefing at the end of a round in the time after the shuttle has arrived at CentCom) is not allowed on the RP server.
'''Examples:'''<br>
''Unacceptable:''
*Spamming the *deathgasp emote.
*Killing another player for walking through your work area.
*Using a bug to gain an item you shouldn't have access to.
*Destroying all the lights on the station simply because you wanted to.
*Berating another player in OOC for something that happened IC.
''Acceptable:''
*Breaking open a window to save a dying player.
*Getting into an argument that evolves into a brawl that evolves into a fight with weapons that ends in death.

===Rule 2: Listen To The Admins===
Admins always have the final say during a round. If you have a problem with an admin's decision, you may discuss it after the round in the #admin-forum Discord channel or you may make a formal complaint on the forum.

#If you are ever unsure whether you should do something, a-help and ask before doing it.
#Be polite and to the point when sending an admin PM; give admins all relevant information that you can.
#Do not antagonize someone you are a-helping about as it will only complicate the situation.
#If an admin tells you not to do something, don't do it. Arguing with an admin during a round about the nature, absence, or applicability of a rule during a round is not allowed. If you feel you have been wronged, take it up in the admin-forum or make a complaint after the round is over.
#Do not lie to admins in official channels. Doing so will result in your ban being increased or a ban being applied regardless of any other fault.
#If you have an issue with a player, bring it up to administration. If you have an issue with administration, bring it up to a player representative or head admin. If you have an issue with a ban or note that isn't yours, you may attempt to bring up the topic to an admin in private, but all appeals must be done by the original player. Do not complain about any of your issues in non-specified channels.
'''Additional Information:'''
*When you a-help about anything you should include where it's happening, what's happening, who's involved, and why you think that it's an issue.
*If someone is antagonizing you while you're a-helping about them, your best option is to do your best to get away from them and inform the admin handling your ticket. If you can't, try not to retaliate; if administrative action is taken against a player, the admin may be able to reverse any damage done. Do this to avoid coming into trouble yourself.
*If an admin tells you that something is IC/valid/etc, that is the final answer. Admins are not obligated to give you more information than they think is necessary during an ongoing round. If you want more information you may ask again after the round, or you may ask for the logs.

===Rule 3: Stay In-Character===
Your character and actions must fit into the canon of the server; the canon of the server is defined as a research station in deep space with the goal of mining and researching the effects and uses of plasma. You are a member of the crew of this station, being either a human, a human-hybrid (aka furry/anthromorph), or an alien species (e.g., Plasmaman, Tajaran, etc).

#Speak normally. Don’t spam, yell constantly, or use netspeak, emotes, etc. in speech (excepting special circumstances like braindamage).
#Your character's name must be fully spelled and capitalized and may not contain titles.
#Do not impersonate staff or other player characters.
#As a member of the crew, you should maintain the professionalism, work ethic, and probable training you would expect to have in a real setting.
#Reference characters are only allowed as just that: a reference. Do not attempt to recreate a character from either a real person or a fictional character. Your character may be similar or have allusions to the other person/character, but do not attempt to actually be that person/character in the SS13 setting.
#Do not intentionally commit suicide to avoid IC punishment or for "an hero" moments (e.g., killing yourself in the permabrig/offing yourself after making a long, drawn-out play about how you're gonna off yourself because you're sad). Doing so will result in either a server ban or identity ban.
#Underage characters are strictly verboten. The lower limit for character age is hard-coded at 18 for a reason. Attempting to circumvent this using flavortext or by describing your character as "looking younger than 18" is disallowed.
#Do no pick disabilities that interfere with your ability to do your job (e.g., a blind chef, mute security officer, or deaf engineer).
#Characters can not posses ties to either Central Command or the Syndicate in their back stories.
'''Additional Information:'''
*When you’re creating your character, it ultimately must fall into the canon of an NT crewmember. This means that your character must be believable. NT crewmen do not have special powers (unless they receive abilities on the station from genetics, research, antagonists, etc.), they are not super-powerful beings that are supernatural or otherwise, and they would not be former enemies of the station.
*Antagonist status does not give you license to define your character however you see fit. They still must fit into the current role. Traitors, revs, cults, and similar antags still need to appear to be an NT employee. Wizards and the like should reflect their current powers and abilities, but their “fluff” can be more open to interpretation.
*NT would not hire incompetent or mentally ill crew members; at least not in serious jobs (roles like cook, janitor, etc are more believable for someone who is “special”). The station is a workplace, and people who constantly act like children would be quickly expelled. When in doubt, act as you would at your own workplace.
Murder is only justifiable as long as it was properly escalated. You can’t go from a single rude punch to a knife in the neck. You can, however, go from a single punch to a counter punch to a brawl to using weapons, and so on. Other IC justifications may exist for murder, but these are on a case by case basis. Minor aggravations like demotions, pranks, insults, or thefts are not adequate justification.
*When picking your name, it must be spelled fully with capitals and no shortenings (e.g. NOT J Hoffman or jaiden mallow). Exceptions to this are one-word nicknames, "Eats-The-Lemons" format of Lizard names, Clown, Mime, Silicon, Wizard and Nuke Op names.
'''Examples:'''<br>
''Unacceptable:''
*"lol, i c u there :)"
*Playing as Donald Trump, 45th president of the United States.
*Playing as Gordon Freeman, a silent scientist from Black Mesa.
''Acceptable:''
*Playing as Tonald Drump, a blonde, orange skinned captain obsessed with building walls.
*Playing as Gerald Fieldman, a mute scientist who really wants that red crowbar.

===Rule 4: Fullfil Your Role===
All head roles, antag roles, and to some extent all jobs in Science, Medical, Engineering, Supply, and Security require a minimum amount of effort. Failing to put in that effort will negatively impact the round for everyone playing. Before you do anything else, you should insure that all of the responsibilities of your department are being accomplished.

#If you have a job in an important department, you should regularly check in to make sure that any tasks assigned to your department are accomplished. If no one is able to do them, it's your turn.
#If you are a part of the command staff, your round should be spent ensuring that all of the jobs that your department is responsible for are accomplished. Delegate where you need to, keep track of your staff, and do yourself what your staff can't take care of.
#Solo antags (e.g., traitors, changelings, etc) are expected to at least try to do their objectives; actively working against your objectives is not allowed. Team antags (e.g., cultists, nuke ops, etc) are bound to their objectives and team and must accomplish them to the best of their ability.
#If you take a role that is not considered to be important to the round like cook or janitor, you still have a job to accomplish and should do it. If you don't want to do that job (or you'd rather just be an assistant) get yourself reassigned.
#Locking yourself in part of a department to do some minor task (e.g., virology or paperwork) while ignoring more important and time-sensitive jobs (e.g., healing/cloning in medical, stopping threats to the station as security, etc) counts as not fulfilling your task.
'''Additional Information:'''
*If you never want to be in a specific role, ask to be job-banned. Failing to do your job because you didn't want it is not an excuse.
*If you do not want to be an antagonist, a-help and ask to have the role removed so that it can be given to someone else.
*Admins will not change your job for you; that's what the Head of Personnel is for. If there is no HoP (or captain), tough it out for the round.
*If you leave your department, be sure to keep your radio on to stay aware of anything that comes up.
'''Examples:'''<br>
''Unacceptable:''
*Sitting in the security office all round to chat with another officer while ignoring calls for help on the radio.
*Sitting in virology while ignoring calls from fellow crew-members for medical attention.
''Acceptable:''
*Hanging out at the bar as an engineer, and leaving to repair any damage reported on the radio.

===Rule 5: Do Not Metagame===
Metagaming in regards to SS13 means using any information that you might acquire from sources outside of your in-character means. This includes any out of character patterns (e.g., characters who often roll antag, the round type, etc), third-party communications (e.g., IM over Discord, VOIP, etc), or preemptive preparation without knowing there is a threat.

#Keep in-character information out of OOC and vice-versa.
#Do not use third-party IM or voice programs to communicate with someone about in-game information.
#Do not multi-log/multi-key; i.e., playing on the server with two (or more) accounts.
#Do not meta-grudge; i.e., attacking or griefing another player for an infraction from a previous round or because of a personal vendetta.
#When your character dies and is cloned, you are allowed to remember everything up until the point you black out.
#Do not intentionally kill yourself (e.g., by running out of an airlock) to circumvent the restrictions placed on ghost roles for suicide. If you wish to play ghost roles, it is far easier to simply observe.
#All antagonists are non-canon, and therefor information regarding them is not retained across rounds. Outside of using the [[Identifying Antagonists Guide]], you must learn it ICly before acting on the information.
#Do not abuse the respawn system. Using it to get back at players by switching roles or jobs, or using it as a respawn when your character is clearly taken out of the round and not going to be cloned during the round is not allowed.
'''Additional Information:'''
*Characters may know about any in-game mechanics; learning how to do a job from a guide is not metagaming.
*Characters may know about antagonists and what their objectives might be, but may not preemptively prepare for them or attempt to prevent their accomplishment.
*Characters may know what antagonist equipment is and what it does, but may not preemptively search for it without prior knowledge of an antagonist being present.
'''Examples:'''<br>
''Unacceptable:''
*Hiding grand theft objective items because you know it's a secret round.
*Searching someone for antagonist items without a clear or justifiable reason to search them.
''Acceptable:''
*Knowing how to do a task that's technically outside your department's job description.

===Rule 6: Do Not Powergame===
Powergaming in SS13 is acquiring items, powers, increased levels of access, and other assets for the sake accruing as much power as possible, with little or no other motive. It is also a style of play in which one min/maxes their character or environment to complete an objective, to the exclusion of other elements such as roleplay and the mutual entertainment of other players.

#Don't steal ID cards or upgrade your access just for the sake of having more access alone; if you need to do this, have a good reason to.
#Don't steal items from another department for your own convenience or to inconvenience them, especially important items for that department.
#Be conservative when giving players outside of your department powerful items or abilities. Provide them to those who need it, and deny them to those who would pose a potential risk.
#Don't take over the job(s) of another department when they are fully able and willing to do it themselves.
#Security are not allowed to preemptively prepare for antagonists before any antagonists are identified.
#After an arrest, Security should return confiscated equipment either to it's rightful department (e.g., return an RCD to engineering), or put all contraband in the contraband locker (e.g., a Stechkin). The HoS/Warden may assign confiscated gear to security personnel during a heightened level of threat (like traitors or meteors) or during an emergency (like a blob or cult/revolutionaries).
#Limit what you know in character. It's reasonable for a character to have skills outside their occupation; it's not reasonable for a character to be well versed in multiple high level or difficult fields. (e.g., being able to set up the reactor and perform surgery)
#Do not use size gun for a combat advantage. This is specifically referring to shrinking people to be able to kill them faster than the game regularly allows.
'''Additional Information:'''
*In the event of a station-wide emergency, most of the parts of this rule can be disregarded (within reason). The line between what counts as an emergency and what doesn't is not explicitly definable; but, one can assume that if the lives of all or most of the crew are at stake, or if the station itself is at risk of total destruction, it can be counted as an emergency.
*There are always acceptable exemptions to this rule; remember however that they are just that, an exemption, and not the norm.
*It is acceptable to use contraband to protect your life, but looting and using contraband as a regular crewmember or security is considered powergaming; do so at your own risk.
'''Examples:'''<br>
''Unacceptable:''
*Stealing the Captain’s spare ID because there are no heads and you want to be Captain.
*Taking as many weapons and powers as possible because "there might be an antagonist on the station and you want to be ready for them”.
*Breaking into chemistry to make yourself a bunch of chemicals because “there’s no chemist around”.

===Rule 7: Do Not Validhunt===
A "valid" is someone who is allowed to be killed under the rules, typically on the grounds of being an exposed antagonist. "Validhunting" is the act of going out of the way to seek out and/or kill a "valid", regardless of other responsibilities to the station or level of authority (or lack thereof).

#Do not abandon your job to search out, hunt for, or attack antagonists unless it is related to your department's field of work, or unless you or nearby crew-members are under a direct and immediate threat from an antagonist.
#Do not forcibly inject or force-feed a member of the crew something which will reveal their antagonist status without a credible in-character reason for doing so.
#Random searches are only allowed by security and heads, and only for a credible in-character reason.
'''Additional Information:'''
*In the event of a station-wide emergency, most of the parts of this rule can be disregarded (within reason). The line between what counts as an emergency and what doesn't is not explicitly definable; but, one can assume that if the lives of all or most of the crew are at stake, or if the station itself is at risk of total destruction, it can be counted as an emergency.
*The line between validhunting and defending yourself can be grey, but a general rule of thumb is that if it's not your job to directly confront an antagonist, your goal should be to survive and escape, not to try to kill or subdue them.
'''Examples:'''<br>
''Unacceptable:''
*Leaving your job in chemistry to go hunt someone that you suspect is a traitor, but have no evidence for it.
*Forcibly injecting someone with a mind-shield implant to see if they're a revolutionary or gangster because nothing has happened all round and you're bored.
''Acceptable:''
*Defending the R&D department from an attacking wizard with your mech as a roboticist.
*Searching an assistant who was lurking in maintenance on blue alert as a security officer.
*Force-feeding holy water to someone who you suspect is a cultist when it's been confirmed that there is an active cult on the station.

===Rule 8: No Self-Antagging===
Self-antagging is performing the actions of, or acting as if you are, an antagonist when your role is not set as such.

#Murder, attempted murder, mutiny, rioting, theft of a restricted weapon, breaking and entering, sabotage, and grand theft are all considered to be self-antagging.
#Pretending to be an antagonist when you aren't one is (obviously) considered self-antagging.
#Using in-game means to repetitively make yourself an antagonist (e.g. wishgranter, slime potions, etc) is considered self-antagging.
'''Additional Information:'''
*Self-antagging will mostly be left to in-character solutions such as security or heads of staff. This rule is a protection against bad players who take it upon themselves to ruin rounds and make the lives of players and admins alike more difficult.
*The "toeing-the-line" caveat is doubly applicable to this rule.
'''Examples:'''<br>
''Unacceptable:''
*Murdering another crewman for annoying you.
*Pretending to be a cultist to get people to attack you so you can kill them.
*Breaking into the brig to break out your friend who was jailed for a crime.
*Breaking into science to steal tools or weapons from the lathe.
*Stealing antique laser for fun.
''Acceptable:''
*Breaking into medical during a medical emergency when no doctors are readily available.

===Rule 9: Don't Be a Creep===
ERP is allowed on the server, but it is not the goal of the server. Gameplay always comes before your scene.

#Always find an acceptably private or secluded area to do your scene. Outside a workspace and inside a living space is preferential; dorms are the best place as they can be locked.
#Purposefully disturbing players having a private scene with the intention to interrupt them is not allowed. However, ERPing in a public area is not protected; do not expect an admin to intervene if you're interrupted in a place that isn't suitably private.
#If someone tells you to move your scene out of a workspace (either IC or coming from an admin), do so.
#Harassing another player with unwanted ERP is a first-time permabannable offence. If you do not have consent from another player, either IC or OOC, you will be banned; and an appeal will be unlikely.
#Do not use vore mechanics for the purpose of gaining an advantage in combat or completing antagonist objectives. This includes using vore to carry/hide people, heal other antags or conceal/dispose of corpses. It does not extend to mediborgs attempting to heal people for non-antagonist purpose
#Using vore mechanics on someone without OOC consent is a bannable offense.
'''Additional Information:'''
*Non-consensual scenes that are agreed to out of character are not protected and liable to any in character repercussions.
*Subtle emotes are not a replacement for finding a secluded or private area, though it is generally more acceptable to other players. Rule two still applies while using subtle emotes.