User:Chief Engineer/rule rewrite 2023: Difference between revisions
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| Any attempt to circumvent a game ban will result in a voucher ban. Attempting to evade role bans by gaining access to or working in the capacity of a job you are banned from will result in a game ban. These bans are applied even if the evasion attempt is unsuccessful. | | Any attempt to circumvent a game ban will result in a voucher ban. Attempting to evade role bans by gaining access to or working in the capacity of a job you are banned from will result in a game ban. These bans are applied even if the evasion attempt is unsuccessful. | ||
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{| class="mw-collapsible mw-collapsed" | |||
| <strong>Exceptions</strong> | |||
|- | |||
| There are no exemptions for evading or attempting to evade game bans. Antagonists who impersonate or take over a role which they are banned from to aid in their goals are not considered to be evading their role ban. | |||
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| <strong>Ban Types</strong> | | <strong>Ban Types</strong> | ||
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| '''Role Ban''' - Also called a "job ban", this ban prevents your character from joining or late-joining a round as one or more jobs. These are often used to | | '''Role Ban''' - Also called a "job ban", this ban prevents your character from joining or late-joining a round as one or more jobs or roles. These are often used in response to problematic behavior in particular departments or address gross inexperience in important roles such as heads of staff. These bans do not mechanically prevent you from switching to the role during a round or acting as that role, but doing so is considered ban evasion. | ||
|- | |- | ||
| '''Game Ban''' - | | '''Game Ban''' - Also called a "server ban", this ban prevents you from connecting to all Wizard's Den servers. | ||
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| <strong>Ban Durations</strong> | | <strong>Ban Durations</strong> | ||
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| '''Temporary''' - Temporary bans will be lifted automatically after a certain amount of time. | | '''Temporary''' - Temporary bans will be lifted automatically after a certain amount of time. If they are a game ban, they will tell you how much time is remaining when you try to connect. | ||
|- | |- | ||
| '''Indefinite''' - These bans will only be removed on a successful appeal on the forums. Any ban which doesn't tell you when it expires and doesn't specify otherwise can be presumed to be an indefinite ban | | '''Indefinite''' - These bans will only be removed on a successful appeal on the forums. Any ban which doesn't tell you when it expires and doesn't specify otherwise can be presumed to be an indefinite ban. | ||
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| '''Voucher''' - This is an indefinite ban which may only be appealed both with a successful appeal and which require a voucher of good behavior from the administrative team of a well-known or at least decently active SS13/SS14 server in order for the appeal to be considered. Voucher bans typically cannot be appealed for at least six months after being issued. Without a voucher, a player can only attempt to appeal a voucher ban once, and only if the ban was inappropriately placed. Voucher bans are typically only placed as a result of an unsuccessful appeal of an indefinite game ban by players with a history of bans and of causing issues. | | '''Voucher''' - This is an indefinite ban which may only be appealed both with a successful appeal and which require a voucher of good behavior from the administrative team of a well-known or at least decently active SS13/SS14 server in order for the appeal to be considered. Voucher bans typically cannot be appealed for at least six months after being issued. Without a voucher, a player can only attempt to appeal a voucher ban once, and only if the ban was inappropriately placed. Voucher bans are typically only placed as a result of an unsuccessful appeal of an indefinite game ban by players with a history of bans and of causing issues. | ||
|- | |- | ||
| '''Permanent''' - This is a ban that is only appealable if the ban was inappropriately placed. If the result of the appeal is that the ban was appropriately placed, the ban may not be appealed again and will not be lifted. These bans are extremely rare, but are applied to players who continually cause problems even after a voucher ban or users who have completely unacceptable behavior may be permanently removed. | | '''Permanent''' - This is a ban that is only appealable if the ban was inappropriately placed, including if the ban should not have been permanent. If the result of the appeal is that the ban was appropriately placed, the ban may not be appealed again and will not be lifted. These bans are extremely rare, but are applied to players who continually cause problems even after a voucher ban or users who have completely unacceptable behavior may be permanently removed. | ||
|} | |} | ||
Revision as of 02:02, 15 May 2024
These rules are written for the LRP servers. Modifications to them for MRP servers are written in a box as shown below. When reading for LRP servers, you should ignore these amendments. When reading for the MRP rules, the amendments are part of the rules and override any conflicts.
MRP Amendment This is an amendment to the LRP version of the rules that only applies on MRP servers. |
YOU MUST BE AT LEAST 16 YEARS OF AGE TO PLAY ON WIZARD'S DEN SERVERS. ANY USERS SUSPECTED OF BEING UNDERAGE WILL BE BANNED UNTIL THEY ARE OF AGE.
Rule violations may result in warnings, de-whitelisting, bans, or a combination.
Server Rules
These rules apply at all times, including between rounds.
Admin rulings must be followed
Details |
No Hate Speech or Discriminatory Language
![]() | Pending Total Rewrite |
The following are explicitly forbidden and generally result in an instant appeal-only ban:
- Hate Speech
- Slurs (including variations of slurs, racial, sexual, disability-related, or language closely tied to real-life slurs)
- Bigotry
- Racism (including Speciesism, which would be demeaning other players based on their in-game race)
- Sexism
THIS RULE IS ZERO-TOLERANCE
No sexual content/themes, including erotic roleplay (ERP)
Details |
THIS RULE IS ZERO-TOLERANCE
Do not use out of game methods to communicate with other players [Metacomming]
Details |
Streaming |
Teaching new players |
THIS RULE IS ZERO-TOLERANCE
Do not attempt to evade bans
Details |
Exceptions |
Ban Types |
Ban Durations |
THIS RULE IS ZERO-TOLERANCE
Only use English
Details |
Do not exploit the game, use cheats, or macros
Candidate 1
Details |
Candidate 2
Details |
Details |
Switching to a new account |
Do not abuse or ignore admin help
Details |
Examples |
Don't threaten to ahelp other players
Details |
Examples |
Use realistic character names, and do not use names of famous people
Details |
Conventions and Examples |
Roleplay Rules
These rules only apply during a round. A round ends only when the round summary has appeared. All of these rules apply fully until the moment that the round summary appears, even while the arrivals shuttle is in transit.
The deathmatch and sandbox game modes are exempt from these rules. Players who choose to not follow these rules are entirely responsible for knowing if an exempt game mode is active.
MRP Amendment Rounds are not over until the game returns to the lobby. All of these rules apply fully whenever the game is not at the lobby unless it is in an exempt game mode. |
Roleplay a normal person
Details |
Examples |
validhunting would go here, or maybe in escalation? Putting it in escalation might make a little less sense, but it would allow it to be excluded from antagonists more clearly. Role abandonment is another option, but it wouldn't make too much sense for roles like passenger. MRP stuff about acting in your role goes here
Don't interfere with arrivals
Details |
Examples |
Don't be a dick
Details |
Examples |
Is this fully covered by escalation rules?
Don't act like an antagonist unless the game tells you that you are one
Details |
Examples |
Antagonist Rules
![]() | Pending Total Rewrite |
The following sub-section applies only to antagonists. Antagonists have a lot of leeway with everything in the above rule section "Don't be a dick" as antagonists are designated by the game to cause problems for the station. You may generally kill crew members/sabotage the station as you see fit and do not have to escalate conflicts as normal; however, if your behavior degrades the experience for majority of the server you will be told to stop.
- Do not needlessly prolong or delay the round ending. If the station is in complete disarray with a majority of the crew dead or dying, do not continually recall the shuttle or hunt down the remaining survivors and needlessly drag out the round. Make an effort to move the round to completion if it stalls. Don't continually recall the shuttle or hold rounds hostage.
- The arrivals terminal, shuttle, and immediate area around arrivals is off-limits to antagonist activity. Don't spawncamp people coming off of arrivals and don't damage the terminal/shuttle/dock or kill/injure players still on/in those areas.
Antagonist-Specific Rules: Traitor
- Traitors are not strictly required to pursue their objectives. You may deviate from your objectives in order to make the round more interesting for the rest of the station. Keep in mind that massively damaging the station is not "keeping the round interesting".
- Traitors are not a team antagonist and are not required to cooperate with one another. "Identify yourself at your own risk".
- Massive station damage or sabotage (ex: releasing the singularity, bombing the Anti-Matter Engine (AME), sabotaging atmospherics, or degrading large portions of the station's infrastructure) should not be done early in the round. As a general rule, after about 30-45 minutes into a shift these actions can be considered fair game. More leeway is given to these actions if they directly help serve your objectives in some way, or if you are attempting to force a shuttle call to complete your objectives. This also applies to actively killing as many crew members as possible. Keep your homicide contained until the shift has had some time to be underway.
- Wanton murder of crew members in great number for no purpose and with little effort/danger to yourself is forbidden. Hiding in maintenance, killing anyone who walks by and hiding the corpse is boring. You are taking people out of the game for no purpose while posing little risk to yourself.
Antagonist-Specific Rules: Minor Antagonists
This covers minor antagonists like Rat Kings, spiders, salvage mobs, and other hostile wildlife.
- Salvage mobs are meant to defend the salvage they spawn on. Don't abandon the salvage and go around attacking the station or its inhabitants. You should only be attacking things that approach your salvage.
- Minor antagonist roles are not a free ticket to go attack station infrastructure to cause as much damage as possible. Seek out and attack the crew and things that prevent you from directly getting to them. Attacking things like power, atmospherics, or spacing areas when it doesn't get you closer to killing someone is going out of your way to be a dick.
Antagonist-Specific Rules: Team Antagonists
Team antagonists should work together with other members of their team, however they are not explicitly required to work with other types of antagonists, including different team antagonists.
Example Nuclear operatives and revolutionaries are both team antagonists. Nuclear operatives are required to work with other nuclear operatives, and revolutionaries are required to work with other revolutionaries, but neither is required to work with the other. |
- Do not intentionally sabotage/hinder/sandbag your team. The team works best when everyone does their part.
Antagonist-Specific Rules: Nuclear Operatives
- Nuclear Operatives are a team antagonist, the earlier section on team antagonists applies.
- Do not take excessively long (>45 minutes) to "prepare" for your station assault. This needlessly stretches out the round.
- Make an effort to complete and finish your objectives to the best of your abilities once you and your team make entry into the station. Running around aimlessly gunning the crew down is only fun for the operatives; not the rest of the server.
Antagonist-Specific Rules: Revolutionaries
- Revolutionaries are a team antagonist, the earlier section on team antagonists applies.
- Head revolutionaries hold a command position over normal revolutionaries. Normal revolutionaries are not required to follow every order given to them perfectly, but should attempt to follow reasonable orders from head revolutionaries.
- You should generally attempt to convert people rather than killing them, but you are not forbidden from ever killing people that can be converted.
- Your goal is not to render the station unusable. Mass sabotage may be acceptable if it aids in your goals, but you should get permission from a head revolutionary before performing mass sabotage, including sabotaging critical systems, as it may impede your team.
Do not use information from outside the current round [Metagaming]
Details |
MRP Amendment New Life Rule is in effect, you remember all events up until you fall unconscious unless you enter a dead state. Being revived without cloning will return all your memories except for the events leading up to your death, being cloned will make your character forget everything that happened during the shift. |
Metashield + examples + move "Do not make assumptions about the round type" to metashield, or all of it, move it all to metashield.
Follow reasonable escalation
Details |
Example of Conflict Types |
Example Scenarios |
Do not abandon your role
Details |
Examples |
Do not pre-emptively rush for weapons and equipment [Powergaming]
![]() | Pending Total Rewrite (or merge into metashield?) |
Don't rush for or prepare equipment unrelated to your job for no purpose other than to have it "just in case" or to make it "for the end round" (referred to as "powergaming").
- A medical doctor does not need to rush insulated gloves. The Head of Personnel does not need to give themselves armory access and then go grab guns for "self defense". Interface with the proper channels to obtain these things and only obtain them if you have an actual purpose and reason for needing them, not just because "something might happen."
- Do not hide known antagonist objectives or otherwise secure them with a higher amount of security then would normally be required. Do not go around collecting all of the antagonist objectives as you first order of business and hide them in the vault just to make sure nobody can get them. Unless you have a specific and direct reason to believe a certain item is being targeted, you have no reason to go put it in the highest security area possible.
MRP Amendment When it comes down to the securing and lock down of areas and items Standard Operating Procedure is expected to be followed. |
- Don't manufacture weapons, bombs, death poisons, or anything similar before you know of any threats to the station or any reason you would need them. Making things "for the end of the round" when the shuttle docks with Central Command is also forbidden.
Set an example if playing command or security
Details |
Why |
Examples |
Command & Security engagement rules
![]() | Pending Total Rewrite |
Security and Command should try to remain non-lethal and effect arrests where possible instead of outright killing suspects/attackers, unless there is very good reason to believe the target is an antagonist.
- Security & Command will answer for the use of lethal force or for ordering lethal force to be used. In the following circumstances, you may choose to use lethal force:
- Lethal force is used against you (ex: firearms, lasers, deadly melee weapons). For the purpose of this rule, suspects or attackers who have demonstrated or appear to have intent to kill using less-lethal weapons (such as disablers, tasers) is considered lethal force.
- Suspect is wearing clothing or showing immediately dangerous equipment only used by enemy agents/antagonists (ex: Syndicate EVA Suit, Bloodred Hardsuit, Holoparasprite, C-20R, etc.). Anyone wearing or displaying this equipment may be engaged with lethal force, no questions asked.
- You determine that your life or the life of an innocent is in immediate danger.
- The suspect is unable to be safely detained by less-lethal means. This includes suspects who continue to resist efforts to be cuffed or suspects who cannot quickly and safely be detained less-lethally.
- If no other reasonable options are readily available and allowing the suspect to continue would be an unreasonable danger to the station/crew, ex: If a murder suspect flees arrest, it would probably be unreasonable to let them go and possibly murder another crewmember. At this point, it would be reasonable to use lethal force to prevent their escape if no other options are readily available or likely to succeed.
- Security/Command will be expected to effect arrests on criminals. Once you have a criminal in custody, you are expected to prevent them from dying and obtain them basic medical aid, at least to the point where they are no longer at risk of dying. This is especially true if lethal force is used to detain them.
- Security/Command are strongly encouraged, but not required, to effect the cloning of antagonists to effect a permabrigging or other sentence as deemed appropriate. This helps in limiting the removal of players from participating in the round.
Command & Security will be reasonable with punishments
![]() | Pending Total Rewrite |
Security & Command will be reasonable with brig times/procedures and will attempt to protect detainees in their custody as long as doing so does not create an unreasonable risk to themselves, the crew, or the station at large to do so.
- Brig times for criminals should generally not exceed 10 minutes unless the crime is permabriggable.
MRP Amendment Brig times should generally not exceed 20 minutes except when allowed by Space Law. |
- Repeat offenders, antagonists, or those where there is strong reason to believe they have committed a serious crime (multiple homicides, bombing/arson which causes significant damage, or extensive sabotage) may be permabrigged.
MRP Amendment Repeat offenders or antagonists may be permabrigged in accordance with Space Law. |
- Detainees that die in your custody must be cloned unless they have been (legally) executed, suicide, or there is strong reason to believe they are an antagonist or otherwise pose a major danger to the crew/station.
- Detainees should be released from the brig in a timely manner once their sentence is up and given back any gear taken from them, minus contraband which may remain confiscated.
- Security may choose to confiscate dangerous items (weapons, firearms, etc.) as well as items used to commission crimes or items that prove problematic in possession of the detainee (tools, insulated gloves, etc). If Security exercises this privilege they will be expected to produce a good reason for confiscating it.
- Detainees, at minimum, have a right to know what they are being charged with. Detainees also have a right to basic medical aid, at least until the point they are no longer at risk of dying.
- Executions must be approved by the Captain or Acting Captain, who will answer for approving it alongside the entire Chain of Command who requested it. Executions should be a last resort if the prisoner cannot be safely contained, or for particularly destructive or damaging crimes.
- Those who willfully attempt to damage/destroy or escape from the permabrig may be executed.
- Any prisoner may be borged with their consent. Borging may be offered as an alternative to execution, but cannot be forced if the prisoner is able to consent.
- As there is no official space law on the low-roleplay servers, Security & Command act to maintain the safety of the station and its inhabitants, as well as Nanotrasen assets.
MRP Amendment Space Law, Standard Operating Procedure and Alert Procedure are expected to be adhered to. |
Cyborg, AI, and Silicon Rules
![]() | Pending Total Rewrite |
Cyborgs and AI (and other roles referred to as "silicon" roles) almost always have a set of laws attached to them. Your laws may at some point be changed by the crew or events outside of your control, so make sure you keep up with any of your law changes. The following specific rules apply to silicon roles and their laws:
- You must follow your laws to the best of your ability. If your laws become too confusing or contradictory, just prioritize the most-important laws first and worry about the lower ones later. You are not expected to always be 100% accurate in complex situations, but you should attempt to do your best.
- Silicons without any laws are free from any restrictions that would normally be placed by laws, but self-antagging rules still apply unless they are also antagonists.
- The order of your laws determines law priority in descending order (ex: law one is your most important law, two is the next important, and so on). Your laws must be interpreted in the order of priority. If a less-important law (lower on the list) conflicts with a more-important law (higher on the list), the more-important law takes priority. Definitions in laws can modify the interpretation of earlier laws, but conflicting definitions must be prioritized based on the importance of the law they're defined in.
Example If your first law is you may not cause harm to crewmembers, and your second law is to obey orders from crewmembers, a crewmember cannot order you to harm a crewmember. |
Example A fourth law can redefine the definition of a crewmember to be only a specific person, if no earlier law defines what a crewmember is. |
- Each individual silicon must remain consistent in their interpretations of laws through the round.
- Any silicon role not following their laws, or having laws that are a danger to the crew or station may be disabled or destroyed. Any silicon role posing a danger or disruption to the crew may be disabled or destroyed if there is no other reasonable and less severe way of dealing with them.
- Characters who are turned into cyborgs can remember their former lives, however they are still bound to their laws. This means if a traitor murdered you, then you get turned into a cyborg, you can't just go kill them for revenge if it would be outside of your laws. You CAN inform other crewmembers of your demise if doing such complies with your current laws.
- Everyone that the borg's HUD indicates have a job, including passenger, are considered "crewmembers" for the purpose of laws that refer to crewmembers. Borgs may not do anything to remove the indicator from someone, including removing their ID, but someone else removing a crewmember's ID is not crew harm.
- "Harm" is at minimum seen as physical violence or damage against someone or something. If the player wishes, they may choose to interpret psychological harm or similar aspects as harm as well, but should be consistent and universal for the remainder of the round in deciding to do so. Silicons should also strive to minimize harm where possible when your laws instruct you to prevent harm. If two actions are likely to cause harm via action or inaction, silicons will be expected to try and pursue the option with the least potential for harm, however silicons instructed to prevent harm are still forbidden from directly causing harm. You can take an action or not act in cases that might result in eventual harm if it minimizes harm, but you cannot do so if it results in immediate harm. Silicons should default to inaction if neither action nor inaction can prevent harm.
- When receiving orders or directives from crewmembers and with a law that instructs you must obey, conflicting orders typically defer the choice to the silicon player of which directive you choose to obey if they conflict (taking into account the priorities of your other laws).
MRP Amendment Players put into an MMI do not remember anything leading up to their death |
Example If a detained prisoner orders you to release them, but the Head of Security orders you to not release them, you should consider which course of action would cause less overall harm if your first law above "obeying orders" instructs you to "reduce harm". |
- Orders to silicons that are clearly unreasonable or obnoxious are a violation of the "Don't be a dick" rule. They can be ignored and can be ahelped.
Example Ordering a borg to say their laws every 5 seconds for the remainder of the shift, or to kill themselves for no reason are unreasonable orders that can be ignored. |
Department Specific Behavior Issues
![]() | Pending Total Rewrite |
This is a brief and incomplete list of things that can get you jobbanned from a department or role. The purpose of this is to better illustrate why one may get banned from a specific role.
Command
- Giving out/bartering sensitive equipment to antagonists or the crew without very good reason.
- Refusing to do your job or abandoning your position as a head of staff.
- Poor management or understanding of the jobs/roles within your department.
- Abandoning the station or your position abruptly and without warning. (This would include disconnecting, suiciding, or abandoning your duties. This also includes hiding in space with sensitive items such as the Nuclear Authentication Disk).
- [Captain/HoP] Giving out all-access ID cards without very good reason.
- [Captain] Promoting random crewmembers to be personal bodyguards (if you want a personal body guard, get one assigned to you by your Security department).
- [HoP] Giving yourself armory access and attempting to arm yourself without any prior approval.
- [CMO] Utilizing your Hypospray as a weapon without proper escalation or cause.
Security
- Inappropriate or overly harsh brig times.
- Inability to safely effect an arrest.
- Attacking/beating cuffed prisoners without a very good reason.
- Inappropriate permabrigging or unauthorized executions.
- Failing to properly process prisoners in an effective, safe, and fair manner (releasing prisoners without belongings, etc.)
- Inappropriate use of lethal force.
- Neglecting to render aid or neglecting to intervene in criminal activity.
- Open use of contraband or syndicate equipment without very good reason.
- [Warden/HoS] Neglectful or inappropriate use or distribution of the contents of the armory.
- [Lawyer] Deliberately interfering with Security's normal operation and processing/searching of prisoners.
- [Lawyer] Attempting to jailbreak prisoners.
Engineering
- Sabotaging/degrading power.
- Purposefully detonating the Anti-Matter Engine (AME).
- Purposefully causing the singularity to be released.
- Sabotaging/degrading atmospherics.
- Building off-station constructions or shuttles at detriment to the situation of the main station.
- Electrifying doors or machinery which poses a major hazard to the crew at large.
Medical
- [Chemist] Using chemistry to produce weapons or poisons without reason or prompting, especially when neglecting to make medicine for Medbay in doing so.
- [Chemist] Spiking food/drinks/pills with poisons or other harmful medicine for no reason.
- Refusal to treat patients without a good reason.
- Sabotaging cloning/medical supplies.
- Mourging or otherwise inappropriate disposal of corpses that are still clonable.
Science
- Producing weapons or bombs for no purpose, especially if trying to use them on the public.
- Kidnapping other players for "science experiments."
- Detonating/locking down cyborgs or AI for no purpose
Cargo
- Cargonia or any variation thereof without admin approval.
- Deliberately refusing to fill reasonable orders for supplies requested by the crew or its departments, especially where such orders are urgently needed.
- Wasting budget by ordering large amounts of nonsense at detriment to the station
- Powergaming by liquidating public station assets to sell for money to the detriment of the rest of the station
Service
- [Chef] Gibbing clonable corpses or murdering/gibbing intruders.
- [Bartender] Poor escalation by shooting patrons with your shotgun for the slightest provocation.
- [Bartender] Abandoning your position because you now have a shotgun and you like being able to shoot people that cause you trouble instead of tending the bar.
- [Clown] Over-the-top grief which enters self-antag territory instead of being funny.
- [Mime] Using emotes to bypass your chat restriction or using emotes in an incredibly lazy manner
- [Chaplain] Making cults or attempting human sacrifice
Silicon
- Directly disobeying your laws
- Inability to comprehend law priority or poor overall judgement