Server Rules: Difference between revisions
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| <strong>Details</strong> | | <strong>Details</strong> | ||
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| Don't threaten to ahelp a player, don't tell them you are ahelping them, and don't tell them you did ahelp them. You can argue in character about Space Law, but do not argue about whether something is or is not against the rules. If you think someone is breaking a rule, ahelp them. If you don't think someone is breaking a rule, don't ahelp them. Either way, the best thing that you can do once you after is to continue in-character. | | This rule covers out-of-character (OOC) and in-character (IC) actions. Don't threaten to ahelp a player, don't tell them you are ahelping them, and don't tell them you did ahelp them. You can argue in character about Space Law, but do not argue about whether something is or is not against the rules. If you think someone is breaking a rule, ahelp them. If you don't think someone is breaking a rule, don't ahelp them. Either way, the best thing that you can do once you after is to continue in-character. | ||
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# Usernames, objects, random characters, very "low effort" names, "meta" names, or otherwise implausible names cannot be used as names. See examples below. | # Usernames, objects, random characters, very "low effort" names, "meta" names, or otherwise implausible names cannot be used as names. See examples below. | ||
# Admin rulings on IC names are final and disputes should be done through the forums, not by refusing to comply with an admin | # Admin rulings on IC names are final and disputes should be done through the forums, not by refusing to comply with an admin | ||
Clowns and mimes are exempt from the prohibition on titles/honorifics, and have loosened restrictions on low effort and implausible names. | |||
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| <strong>Details</strong> | | <strong>Details</strong> | ||
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| Familiars are considered non-antagonists, but have instructions to obey someone. They must obey this person even if it causes them to violate roleplay rules or die. You are only a familiar if the game clearly and explicitly tells you that you are a familiar. You are only the familiar of the person the game tells you. If your master dies, you can continue to attempt to fulfill orders given to you before they died. You can defend your master without an explicit order to, but must obey your master if they order you to not defend them. | | Familiars are considered non-antagonists, but have instructions to obey someone. They must obey this person even if it causes them to violate roleplay rules or die. You are only a familiar if the game clearly and explicitly tells you that you are a familiar. You are only the familiar of the person the game tells you. If your master dies, you can continue to attempt to fulfill orders given to you before they died. You can defend your master without an explicit order to, but must obey your master if they order you to not defend them. Orders do not override Core Rules. | ||
Masters giving orders that violate roleplay rules are the ones that will be held responsible for the rule violations. You can ahelp masters who you believe are breaking rules with an order. | Masters giving orders that violate roleplay rules are the ones that will be held responsible for the rule violations. You can ahelp masters who you believe are breaking rules with an order. | ||
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| <strong>Details</strong> | | <strong>Details</strong> | ||
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| The arrivals station, the arrivals shuttle, at the area immediately around the arrivals shuttle at the station ("arrivals") are off-limits to antagonistic activity or damage (even to antagonists). Do not prevent people from safely arriving to the station. Do not cause people to die immediately after arriving at the station. | | The arrivals terminal/station, the arrivals shuttle, at the area immediately around the arrivals shuttle at the station ("arrivals") are off-limits to antagonistic activity or damage (even to antagonists). Do not prevent people from safely arriving to the station. Do not cause people to die immediately after arriving at the station. | ||
There is an exemption for antagonists that are allowed to perform mass station sabotage if there is no reasonable way to limit the damage of the mass station sabotage. This exemption only applies to damage that is a direct result of the mass station sabotage. | There is an exemption for antagonists that are allowed to perform mass station sabotage if there is no reasonable way to limit the damage of the mass station sabotage. This exemption only applies to damage that is a direct result of the mass station sabotage. | ||
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# Sabotaging station power 10 minutes into the round to try to get the shuttle called because you've completed all of your other objectives and have one to escape on the shuttle alive. | # Sabotaging station power 10 minutes into the round to try to get the shuttle called because you've completed all of your other objectives and have one to escape on the shuttle alive. | ||
# Sabotaging a department's power 10 minutes into the round to make a steal objective easier to accomplish. | # Sabotaging a department's power 10 minutes into the round to make a steal objective easier to accomplish. | ||
# Permanently round removing many people who have demonstrated a persistence and a capability to either kill you or interfere with the completion of your objectives. | |||
Against the rules: | Against the rules: | ||
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# A clown throws a pie at you and steals your shoes, so you stab them to crit with a screwdriver. | # A clown throws a pie at you and steals your shoes, so you stab them to crit with a screwdriver. | ||
# You are a security officer and tell someone to stop so you can question them. They run away so you use a truncheon to beat them to crit. | # You are a security officer and tell someone to stop so you can question them. They run away so you use a truncheon to beat them to crit. | ||
# An authorized person who you think is unauthorized enters a high risk area of the station, like the armory or atmospherics, so you attack them until they leave. | # An authorized person who you unreasonably or carelessly think is unauthorized enters a high risk area of the station, like the armory or atmospherics, so you attack them until they leave. | ||
# An unauthorized person enters a low risk area of the station, like cargo, and you start attacking them with no other escalation. | # An unauthorized person enters a low risk area of the station, like cargo, and you start attacking them with no other escalation. | ||
# Slipping security all round because they are security. | # Slipping security all round because they are security. | ||
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| All non-antagonist command and security roles must obey [[Space Law]]. This includes non-antagonists who are promoted to or gain a position during the round in any way. This also includes non-antagonists who are acting as a security role. | | All non-antagonist command and security roles must obey [[Space Law]]. This includes non-antagonists who are promoted to or gain a position during the round in any way. This also includes non-antagonists who are acting as a security role. | ||
This prohibits use of syndicate items, including uplinks by command and security. | Space Law violations should be prioritized based on severity and the current situation. | ||
This prohibits use of syndicate items outside extreme emergencies, including uplinks by command and security. This also prohibits the preparing of syndicate items for an emergency. | |||
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| <strong>Examples</strong> | | <strong>Examples</strong> | ||
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| Roles that are included: | | Acceptable: | ||
# After a war announcement, a security officer ignores crewmembers carrying contraband so that they can focus on preparing to defend the station. | |||
# A security officer disarms someone attacking them with an energy sword, then uses the sword to kill the attacker. | |||
Prohibited: | |||
# A security officer carries around an energy sword in case of an emergency. | |||
Roles that are included: | |||
# A security officer | # A security officer | ||
# The Captain | # The Captain |
Revision as of 13:56, 7 June 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. |
Rule violations may result in warnings, de-whitelisting, bans, or a combination.
Core Rules
These rules apply at all times, including between rounds.
Admins have final say
Details |
These rules are not perfect. The rules attempt to clearly communicate what the admin team intends to be allowed and prohibited, but there are likely loopholes or other flaws that can be "lawyered". Don't attempt to manipulate the interpretation of the rules to suit your personal goals or to degrade the experience of other players. If you are unsure of something, follow the more restrictive option until you are able to ask an admin and get clarification.
Admins can override rules if they deem it in the best interest of the current round, server, and/or community at large. Online admins are able to make final interpretations of rules during a round. Even if you disagree with how an admin interprets a rule, you must still follow the interpretation they provide for you. Admin actions and interpretations of rules can be contested through staff complaints. If admins believe that you are an overall negative impact to the community or rounds, you will be banned. Admins will be held fully accountable for their actions if they exercise this privilege. |
Don't be a dick
Details | ||
Don't do anything with the goal of negatively affecting other players. Not everyone is going to enjoy every round. Killing someone is allowed in certain situations even though it might negatively affect them, but no one should be doing anything for the purpose of harming someone else's experience.
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No Hate Speech or Discriminatory Language
Details |
This rule prohibits all of the following:
|
Examples |
Allowed:
Prohibited:
|
THIS RULE IS ZERO-TOLERANCE
No sexual content/themes, including erotic roleplay (ERP) and no shock content
Details |
Erotic Roleplay (commonly abbreviated as "ERP") and sexual content is not allowed. This includes direct and indirect mentions of sexual behavior or actions. Slight leeway is given to insults, but this rule is otherwise strictly enforced.
In-game romantic relationships should not become the focus of the game for you and anyone else involved. Things that appear to be intended to or are likely to disturb players out of character are considered shock content and are not allowed. |
Examples |
Allowed:
Prohibited:
|
THIS RULE IS ZERO-TOLERANCE
Do not use out of game methods to communicate with other players
Details |
Do not utilize any external means of communication to talk to other players who are connected to the same server, or who were connected to the same server during the current round. This is referred to as "metacomming" and includes any means of communication including text, voice, images, and video. This includes applications such as Discord, Steam, and other platforms, along with in-person communication.
Even if information is not being shared or abused, it may still be considered a violation of this rule. Due to the difficulty of determining if information is being shared, it will almost always be presumed that people who message another player they are in a round with, or who are in a voice call with another player during a round are sharing round information. Due to the difficulty of determining if users are abusing information that they are sharing, it will almost always be presumed that the information is being abused. The only exemption to this rule is when all players are in the server lobby. |
Streaming |
Public live streams are not exempt from this rule, but have different liability. Using information from a public live stream of the game (stream sniping) is a violation of this rule. Watching a public live stream of the game while connected to the same server is a violation of this rule. Allowing people watching a public live stream to share information about the current round, for example through the stream's chat, is a violation of this rule. Using that information is also a violation of this rule. Sharing information about the current round with a streamer is a violation of this rule if that information was obtained from any source but the stream. The stream's moderators are expected to enforce this on the streaming platform in addition to any in-game enforcement done by game admins. |
Public live streaming by itself is not a violation of the rule as long as the stream is sufficiently moderated. Streamers are encouraged, but not required, to use a stream delay. |
Teaching new players |
Teaching players is not exempt from this rule. If you want to teach a new player, it is recommended to either watch a stream of them playing the game while not playing yourself, or communicate with them using only in-game methods of communication. |
THIS RULE IS ZERO-TOLERANCE
Do not attempt to evade bans
Details |
Almost all bans may be appealed on our forums at forum.ss14.io in the ban appeals section. This is generally the only acceptable way to contact the administration team to discuss your ban and revise it if it is inappropriate, including if it is mistakenly applied. |
Any attempt to circumvent or bypass 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. |
Exceptions |
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. |
Ban Types |
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 - Also called a "server ban", this ban prevents you from connecting to all Wizard's Den servers. |
Ban Durations |
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. |
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, 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. |
THIS RULE IS ZERO-TOLERANCE
Only use English
Details |
Only English is permitted, both in-character and out-of-character. You must be fluent in English enough to be able to not cause game issues, and to be able to communicate with game admins when necessary. If a game admin does not feel that you are fluent enough in English, they may ban you. |
Why |
We do not have enough staff fluent in other languages to moderate them. Translation tools can be unreliable and are not integrated well into the game. |
Non-English Options |
There are many servers that allow or focus on other languages. You are highly encouraged to play only on servers that allow languages you are fluent in. |
Do not exploit the game, use cheats, or macros
Details |
The following are prohibited by this rule:
Both attempts and successful use are prohibited. |
Details |
Use of multiple accounts is referred to as "multikey". the rule applies even if the accounts are not used at the same time, including if the old account is abandoned. All accounts may be banned if this rule is violated. You are responsible for everything done on and with your account. You are just as responsible for actions taken by other people using your account as you would be had you taken the actions themselves. |
Switching to a new account |
If you lose access to an account, you must contact game admins on the forums notifying admins before using a new account to connect to the servers. Your message to game admins must include the username of your old account. Creating a new account while your current account is banned will be considered ban evasion. |
Do not abuse or ignore admin messages
Details |
Admin help, or "ahelp", is the system used by admins to communicate with specific players in the game. Only use admin help for things requiring admin attention. If you ignore messages admins send to you via ahelp, or disconnect during an ahelp, you may be banned. If you urgently need to leave during an ahelp, you may do so but will likely need to continue the ahelp on the forums. Do not admin check, be hostile/aggressive, request events, or spam. IC methods of contacting admins, like prayers, faxes, red phones, and banana phones, should be used when there is not an issue.
Admins are not always online, but all ahelps are automatically relayed to discord. For various reasons, admins might not respond to an ahelp even if they've handled it. A lack of response does not necessarily mean that an ahelp was ignored. |
Should I ahelp X? |
You can ahelp anytime you genuinely think a player is breaking a rule. Not all ahelps end up being for something that an admin needs to intervene in, but that's ok, admins would rather have people occasionally report things that turn out to not be an issue than miss reports for actual issues because someone was unsure, or get those reports late because someone waited until the end of the round to be more sure.
The most common reason players give for not ahelping issues is that they don't want to waste admin time, but it only takes a few seconds for an admin to check if someone is an antagonist. If you are ahelping too many things, an admin will let you know. If you're not being told to stop reporting something or to report less things, then you can safely assume that you aren't causing any issues. |
What should I include in an ahelp? |
At a minimum, admins need to know what the issue is to be able to address an ahelp. Don't send ahelp messages with no information about what your question or the issue is. Messages like "hello" are often considered admin checking.
If you can, an ideal ahelp message includes what the issue is along with who is causing it and their character's name if possible |
Examples |
Appropriate uses of ahelp:
Inappropriate uses of ahelp:
|
Do not threaten to ahelp other players or argue with them about rules
Details |
This rule covers out-of-character (OOC) and in-character (IC) actions. Don't threaten to ahelp a player, don't tell them you are ahelping them, and don't tell them you did ahelp them. You can argue in character about Space Law, but do not argue about whether something is or is not against the rules. If you think someone is breaking a rule, ahelp them. If you don't think someone is breaking a rule, don't ahelp them. Either way, the best thing that you can do once you after is to continue in-character. |
Example Scenario 1 |
You are a security officer and think someone who is causing a ton of problems for security is not an antag and is breaking the rules by doing so.
Good: Since you think they are breaking a rule, you ahelp them when you're able to. You continue in-character by arresting them for the crimes that they committed. Bad: You decide not to ahelp them. You kill them and tell them "you're lucky I didn't report you to the admins". Bad: Since you think they are breaking a rule, you ahelp them when you're able to. You arrest them for the crimes that they committed and tell them "I ahelped you so enjoy your ban". |
Example Scenario 2 |
A mouse is using emotes to bypass speech restrictions.
Good: You ahelp them then respond in-character by acting like you can't understand what the mouse is doing. Bad: You use in character chat to tell the mouse that it is breaking a rule. |
Players must be and act at least 16 years old
Details |
All players must be at least 16 years old. Additionally, all players must act at least as mature as a 16 year old. Admins may ban someone who they believe is acting less mature than a 16 year old, even if the player is known to be significantly older than 16 years old.
Anyone who connects to the servers is a player, even if they don't actually play in a round. |
Use realistic character names, and do not use names of famous people
Details |
Clowns and mimes are exempt from the prohibition on titles/honorifics, and have loosened restrictions on low effort and implausible names. |
Clarification on "Meta" Names |
Meta names are ones which attempt to take advantage of some game mechanic or game design choice. "Urist McHands" is a meta name because it is the default name used for admin spawned humans. "Operator Whiskey" is a meta name because it follows the naming pattern of nuclear operatives. This rule is not intended to prevent things like nuclear operatives using a fake ID with names that appear to be nuclear operative names if they decide that they want to do that. |
Conventions and Examples |
Names marked with a ❌ cannot be used by any species. Names with a ✅ can be used by any species.
Humans typically use the Firstname Lastname convention.
Dwarfs typically use the human convention in a viking theme.
Lizards typically use the Verb-article-Noun convention.
Slimes typically have names that are onomonopia. A last name is optional.
Diona typically have calm, nature themed, Noun of Noun style names.
Mothmen typically use latin sounding names, or light themed names.
Arachnids typically use latin sounding names.
Usernames, objects, random characters, very "low effort" names, "meta" names, or otherwise implausible names are not permitted.
|
Details |
Local Out of Character (LOOC) and Out of Character (OOC) channel are meant for things that don't relate to the current round. Using these channels to share round info is often referred to as "IC in OOC" or "ick ock". |
Examples |
Things you should not do:
Things you could do instead:
|
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.
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. |
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.
Roleplay rules do not apply to ghosts/spectators/observers while they are ghosts/spectators/observers. Dead chat is considered to be an in-game out of character chat channel.
Role Types |
Crew Aligned/Non-antagonist - In most rounds, a majority of players will be non-antagonists, meaning that they are crew aligned. This is the "default" role, if the game doesn't tell you that you are one of the other roles defined here, then you are a non-antagonist. Overall, non-antagonists are intended to work towards a net positive effect on the round.
Solo Antagonist - Certain roles are intended to cause problems for the round or for non-antagonists. You are only a solo antagonist if the game clearly and explicitly tells you that you are a solo antagonist. Antagonists are exempt from many but not all roleplay rules. Team Antagonist - Team antagonists are like solo antagonists but they have other antagonists who they are expected to not hinder, and who they may be expected to help. You are only a team antagonist if the game clearly and explicitly tells you that you are a team antagonist. Free Agent - Certain roles are free to choose if they want to behave as an antagonist or as a non-antagonist, and may change their mind whenever they'd like. You are only free agent if the game clearly and explicitly tells you that you are a free agent. Familiar - Familiars are considered non-antagonists, but have instructions to obey someone. They must obey this person even if it causes them to violate roleplay rules or die. You are only a familiar if the game clearly and explicitly tells you that you are a familiar. You are only the familiar of the person the game tells you. Silicon - Silicones have a set of laws that they must follow above all else except the core rules. You are only silicon if the game clearly and explicitly tells you that you are a silicon. |
Silicones must follow Silicon Rules
Details |
You are only silicon if the game clearly and explicitly tells you that you are a silicon. For players who are silicons, the Silicon Rules override all roleplay rules if there is any conflict. Silicon Rules do not override core rules. |
Familiars must obey their master
Details |
Familiars are considered non-antagonists, but have instructions to obey someone. They must obey this person even if it causes them to violate roleplay rules or die. You are only a familiar if the game clearly and explicitly tells you that you are a familiar. You are only the familiar of the person the game tells you. If your master dies, you can continue to attempt to fulfill orders given to you before they died. You can defend your master without an explicit order to, but must obey your master if they order you to not defend them. Orders do not override Core Rules.
Masters giving orders that violate roleplay rules are the ones that will be held responsible for the rule violations. You can ahelp masters who you believe are breaking rules with an order. |
Roleplay a normal person
Details |
|
Examples |
Things you should not do:
Things you could do instead:
|
Do not metagame, obey the Metashield
Details |
The metashield provides a list of things and information that your character is not allowed to know during a round. If your character acts like they know any of these things while they are covered by the metashield, then you are considered to be "metagaming", which is prohibited by this rule. |
Don't interfere with arrivals
Details |
The arrivals terminal/station, the arrivals shuttle, at the area immediately around the arrivals shuttle at the station ("arrivals") are off-limits to antagonistic activity or damage (even to antagonists). Do not prevent people from safely arriving to the station. Do not cause people to die immediately after arriving at the station.
There is an exemption for antagonists that are allowed to perform mass station sabotage if there is no reasonable way to limit the damage of the mass station sabotage. This exemption only applies to damage that is a direct result of the mass station sabotage. |
Examples |
Acceptable:
Against the rules:
|
Don't act like an antagonist unless the game tells you that you are one
Details |
Acting like an antagonist when you are not one is often referred to as "self-antagging" or being a "self-antag", both of these things are against the rules. You are not an antagonist unless the game tells you that you are an antagonist. Do not make yourself a major problem, annoyance, or disruption while not an antagonist. Do not willfully cooperate with known antagonists. Non-antagonists should typically either not have an overall effect on the round, or should have an overall positive effect on the round. |
Examples |
These examples assume that you are not an antagonist.
Acceptable:
Against the rules:
|
Do not stall the round
Details |
Rounds are intended to end eventually. Don't hold a round hostage by preventing it from coming to a natural end. If a majority of players in a round want the round to end, don't prevent it from ending. Recalling the shuttle or preventing it from being called can contribute to round stalling, but is not always round stalling. Leaving the station with the nuclear authentication disk while nuclear operatives are trying to get it is almost always considered round stalling. Leaving the station on the evacuation shuttle is not round stalling.
Recalling the shuttle before a round reaches 45 minutes can not be considered round stalling unless a significant amount of the crew is dead, or a significant amount of the station is damaged or destroyed. Once these conditions are met, whether recalling the shuttle is considered round stalling or not can be highly dependent on the specific situation. |
Examples |
Acceptable:
Against the rules:
|
As an antagonist, only be friendly to your team and don't work against your team
Details |
Do not take or enable antagonist roles that you do not want to play. Solo antagonists and team antagonists are intended to cause issues for non-antagonists or the station. Antagonists are not required to exclusively cause issues, but their net impact on non-antagonists or the station should generally be negative.
Do not cause issues for your own team as a team antagonist. |
Examples |
Acceptable:
Against the rules:
|
As an antagonist, do not cause excessive death, damage, or destruction beyond your objectives
Details |
This rule is not intended to disallow reasonable steps taken to complete your objectives. As an antagonist, you can always kill in bona fide self defense. Taking steps to permanently round remove many people who are no longer an immediate threat to you is almost always excessive, even if it is done to prevent yourself from being discovered.
This rule is not intended to disallow all antagonist activity unrelated to objectives. Antagonists may cause a level of disruption to the station that is proportional to their objectives, even if it is unrelated to their objectives. As an antagonist, killing a single person in a round is not on its own be a violation of this rule. |
Exemptions |
The "die a glorious death" objective allows antagonists to ignore this rule entirely. |
Examples |
Acceptable:
Against the rules:
|
Listen to your team leader
Details |
Captains lead all departments and other members of command. Department heads lead members of their department. Certain antagonist teams have team leaders, like nuclear operative commanders or head revolutionaries. You are not required to perfectly follow orders given to you by your leaders, but you should generally allow your leaders to lead and not interfere with their ability to. You can choose to ignore unreasonable orders, including ones which are will result in your death unless you are an antagonist with an objective that requires you to die.
Team antagonists have to listen to the leader of their antagonist team. Team antagonists do not have to listen to any other leaders, including leaders of other antagonist teams. Solo antagonists do not have to listen to any leaders at all. |
Examples |
Acceptable:
Against the rules:
|
Follow reasonable escalation
Details |
Antagonists are fully exempt from escalation rules. Non-antagonists who are in a conflict with antagonists are not exempt. Escalation should typically follow steps or a pattern of conflict types similar to:
All new conflicts should start at the first step. A player should not escalate a conflict across steps without some escalation from the other party involved in the conflict. Players can skip steps to match the level of escalation that the other person is at, but should almost always not skip steps other than that. Players who attempt to deescalate conflicts will be given more leniency in escalating if the other party continues to escalate despite the attempt at de-escalation. You do not have to try to deescalate conflicts, but someone who watches you over the entire round, or over multiple rounds, should not feel that your goal is generally to escalate conflicts. Conflicts or escalation can be indirect. When someone steals someone else's ID, the theft is a direct part of the conflict, but if the victim becomes trapped as a result of not having their ID to open a door, that is also considered part of the conflict and escalation. Do not randomly steal IDs from people. Escalation does not have to be directed at a specific player to enter them into a conflict. Nuclear operatives who are trying to destroy the station are considered to be at the permanently lethal level of conflict with all crew on the station. Someone who kills a station pet has started some degree of conflict with all crewmembers. Someone who kills a mouse that a chef was caring for has started some degree of conflict with that chef. You will be considered to be violating this rule if you escalate a conflict based on a poor or unreasonable assumption. Conflicts should almost never reach the "permanently lethal" stage. Conflicts should only reach this stage if the other party brought it to the stage, or if the same conflict escalated to the lethal stage multiple times in the round. If a party in the conflict goes into crit or dies, the party responsible should take them to get treatment or to security. For the conflict, this should be considered saving someone from dying and should deescalate the conflict. If the conflict is deescalated in this way, both parties need to re-escalate to lethal for the conflict to return to that stage. If the conflict is not deescalated in this way, then only the party who defeated the other would need to re-escalate for the conflict to return to the lethal stage. Security can immediately escalate to non-lethal force if it is necessary to arrest someone. People using or brandishing Syndicate items can typically be presumed to have lethal intent. Someone with lethal intent can typically be immediately escalated against at a lethal level, a notable exception is if you have the tools to safely detain them. |
Escalation Involving Animals |
Escalation rules are looser with animals than with people. These looser requirements do not apply to the requirements other people attacking each other have, even if their fighting is directly related to the conflict involving the animal.
Non-pets, such as mice and monkeys, can be freely killed with any IC reason such as pest control, or for food. These roles are often available in numbers as ghost roles, so removing one from the round doesn’t typically remove them all. Pets, including but not limited to Ian, Renault, Remilia, and Hamlet, cannot be freely killed, they require escalation. These roles are often available once per round at most, with the exception of roles like Remilia. Permanently trapping an animal, such as putting a mouse in a plant, is considered similar to killing the animal so should only be done with an IC reason. Both sides can escalate much more rapidly than they'd be able to if both were people. Animals are often more limited in the maximum force they can use compared to people, which limits the negative effects of them rapidly escalating. Animals also typically have less health than people, and are limited in the ease with which they can get healing, which justifies them responding to even weak attacks more severely. Neither the animal nor the person is obligated to get the other medical attention if they are put into crit. Attacking someone to death rather than stopping once they are in crit is considered a significant difference. While sufficient escalation may justify continuing to attack, generally people and pets shouldn't continue to be attacked once in crit, but non-pets may be. Gibbing is also considered a significant step because it prevents cloning or resuscitation. The fact that an animal made the last hit putting someone into crit does not allow people who fought on the side of the animal to not attempt to get them medical attention. The use of sensible, non-targeted mousetraps is not a conflict and does not require escalation. The killing or attacking of pets can be treated as an escalation step by players with a genuine IC connection to the animal. Generally, all crew can consider themselves to have an IC connection to any station pets. The degree of escalation should be proportional to the connection to the pet, in addition to the usual requirement of being proportional to the attack. For example, an attack on Ian can be treated nearly identically to an attack on a crewmember, whereas an attack on a pet mouse is much less severe. Normal escalation limits still apply, you cannot attack people who defended themselves from an animal that randomly attacked them, just as you could not attack someone who defended themselves from a coworker that randomly attacked them. Crew can "adopt" non-pets, like mice, and consider themselves to have a connection to the animal if they roleplay the adoption well. This does not affect the requirement of whether other players are required to apply escalation rules to these animals, it only creates a connection that can be used to justify retaliatory escalation to attacks by the adopter. Simply saying that they've adopted an animal is not sufficient, but carrying it with them is. The degree of connection is proportional to IC actions. Crew cannot consider themselves to have a connection for escalation purposes to animals which are typically hostile, such as space carp or bears. |
Exemptions | ||
Escalation rules aren't enforced against non-players, but players will be held responsible for rule violations even if they don't realize that a character or animal was controlled by another player. Characters who have purple text saying that they are catatonic are considered non-players. Characters who are disconnected are still considered players.
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Example of Conflict Types |
Verbal:
Non-harmful:
Non-lethal:
Lethal:
Permanently lethal:
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Example Scenarios |
These examples assume that you are not an antagonist.
Acceptable:
Against the rules:
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Do not abandon your role
Details |
Do not join the round as a role that you don't intend to play. Do not enable antagonist roles that you don't intend to play. Abandoning a role includes not completing tasks that the role is expected to do, in addition to things like leaving the game. Members of command should almost all stay on the station until the emergency shuttle arrives. Enforcement of this rule is more strict for command and antagonist roles, and less strict for less important roles like passengers.
Violations of this rule typically result in temporary or indefinite role bans. We understand that you may need to leave round early or unexpectedly. If you are in an important role, you should notify command members or an admin via ahelp so that they know you are leaving. Space Station 14 is a game. Do not endanger the safety of yourself or others, and do not neglect important things to avoid leaving a round early, even if you have to leave immediately without notifying anyone. Role bans for disconnecting are typically only applied if there is a pattern, and are almost always temporary. "Antag rolling" refers to a player abandoning their role if they do not get an antagonist role. |
Examples |
Acceptable:
Against the rules:
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Stick to your role
Details | ||
Requesting job changes is not prohibited by this rule. This rule is loosened if the station is understaffed or if there is a significant threat to you.
Don't perform other people's jobs, especially where the relevance to you personally is low. This also covers performing the role of security.
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Examples |
Acceptable:
Typically against the rules:
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Set an example if playing command or security
Details |
All command and security roles are held to stricter interpretations of the rules.
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Why |
Members of command and security can often have a larger impact on the nature of the round than other players. For example, a captain who tries to bend or break the rules will often cause many others on the station to do the same. Memey station announcements from members of command also often result in the rest of the station acting the same way. When command and security members hold themselves to high standards, the rest of the station often naturally follows to a significant degree. |
Examples |
Acceptable:
Rule Violations:
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Command and Security must follow Space Law
Details |
All non-antagonist command and security roles must obey Space Law. This includes non-antagonists who are promoted to or gain a position during the round in any way. This also includes non-antagonists who are acting as a security role.
Space Law violations should be prioritized based on severity and the current situation. This prohibits use of syndicate items outside extreme emergencies, including uplinks by command and security. This also prohibits the preparing of syndicate items for an emergency. |
Examples |
Acceptable:
Prohibited:
Roles that are included:
Roles that are not included:
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