User:Chief Engineer/rule rewrite 2023: Difference between revisions

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<big>'''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.'''</big>
<big>'''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.'''</big>


== Admin rulings must be followed during the round ==
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 ==
{| class="mw-collapsible mw-collapsed"
{| class="mw-collapsible mw-collapsed"
| <strong>Details</strong>
| <strong>Details</strong>
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|-
|-
| 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 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.
| 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 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.
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.
|}
|}


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# requesting events, and
# requesting events, and
# spamming messages about the same issue.
# spamming messages about the same issue.
|}
== Don't threaten to ahelp other players ==
{| class="mw-collapsible mw-collapsed"
| <strong>Details</strong>
|-
| Don't threaten to ahelp a player, don't tell them you are ahelping them, and don't tell them you did ahelp them. 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.
|}
{| class="mw-collapsible mw-collapsed"
| <strong>Examples</strong>
|-
| 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".
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 act as if your character understands what the mouse is saying, and you have a conversation with the mouse.
|}
|}


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|}
|}


== Act like a human being ==
= Roleplay Rules =
{{Mbox|text=Pending Total Rewrite}}
 
Act like an actual human being on a space station in a low-roleplay (LRP) environment. You do not need to feign ignorance of things outside your job or write a character backstory, but you are at the minimum expected to maintain a basic level of roleplay.
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.
 
{{MRPAmendment|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 ==
{| class="mw-collapsible mw-collapsed"
| <strong>Details</strong>
|-
|
# Do not use texting/messaging acronyms (ex: "lol", "wtf", "brb", "lmao", "thx", "sgtm") or emoticons (ex: ":)", "xD") in-character.
# Do not mention out-of-character (OOC) concepts like game admins or developers in character.
# Do not use emotes to bypass muted or accented speech.
# Do not use extremely low effort or impossible emotes.
|}
 
{| class="mw-collapsible mw-collapsed"
| <strong>Examples</strong>
|-
| Things you should '''not''' do:
# Say "lol did you c wat just happened" using in-character chat.
# Say "an admin exploded him" using in-character chat.
# Emote "can you give me some cheese" as a mouse.
# Emote "motions for you to order guns" or "asks you to order guns in sign language" as a mime.
 
Things you could do instead:
# Say "haha did you see what just happened?"
# Say "god blew him up" or "centcom must have bluespaced a bomb to him"
# Point at cheese
# Point at the cargo order console then emote "shoots finger guns"
|}
 
<small>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</small>
 
== Don't interfere with arrivals ==
 
{| class="mw-collapsible mw-collapsed"
| <strong>Details</strong>
|-
| 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.
 
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.
|}
 
{| class="mw-collapsible mw-collapsed"
| <strong>Examples</strong>
|-
| Acceptable:
# Redecorating arrivals or the arrivals shuttle.
# Remodeling arrivals or the arrivals shuttle as long as you do not make the area more dangerous both during and after the remodel.
# Setting up a safe security checkpoint between arrivals and the rest of the station.
# Killing someone who has been at arrivals for a long time, or who left arrivals and came back. (This may violate other rules depending on the situation)
# Releasing a singularity which damages arrivals. (This may violate other rules depending on the situation)
# Causing a station-wide atmospheric issue which also affects arrivals. (This may violate other rules depending on the situation)


#Do not use text speak (ex: "lol", "wtf", "brb", "lmao", "thx", "sgtm") or emoticons (ex: ":)", "xD") in-character. Nobody speaks like that. You will be warned to stop.
Against the rules:
#Do not refer to OOC things or concepts like the game's administrators in-character (common ways to refer to admins could be referring to them as "Central Command" if needed).
# Making arrivals or the arrivals shuttle uninhabitable.
#Threatening other players by telling them you are calling the admins on them will usually result in administrators taking the other party's side, regardless of it being in-character or out-of-character.
# Attacking or killing someone at the arrivals station.
#Do not use custom emotes to bypass filters on normal speech, or use them in an incredibly lazy manner (ex: "George Melons motions for you to order a crate of medical supplies", at least make an effort to act it out). Mice, carp, spiders, and many other animals are prevented from speaking for a reason.
# Killing someone very shortly after they arrive at the station.
{{MRPAmendment|You are expected to stay within your job description and not do other people's job for them; Opt in for the role you intend to play.}}
# Disassembling all the firelocks at arrivals.
# Electrifying the arrivals docking airlocks.
|}


== Don't be a dick ==
== Don't be a dick ==
{{Mbox|text=Pending Total Rewrite}}
{| class="mw-collapsible mw-collapsed"
You are playing a multiplayer game with up to 100+ other people who also want to enjoy the game; be considerate that you are typically interacting with other players. '''Damaging or disrupting the normal function of Arrivals and the Arrivals Shuttle is strictly forbidden. Do not attack people or damage arrivals. You will get banned.'''
| <strong>Details</strong>
|-
| Antagonists are given significant leeway with regard to this rule. See the antagonist specific rules for more info.
 
# Do not harass other players in-character. Out-of-character harassment is covered by an earlier rule.
# Do not needlessly permanently remove players from the round, or significantly increase the likelihood that this will happen.
# Do not trap someone, including stealing their ID, without a very good reason.
|}
 
{| class="mw-collapsible mw-collapsed"
| <strong>Examples</strong>
|-
| Acceptable:
# Minorly inconveniencing someone.
# Starting a conflict with someone for a reason.
# Killing someone after appropriate escalation and leaving their body in front of medbay.
# As an antagonist, killing someone who got in your way.
# As an antagonist, killing someone who didn't give you what you want.
 
Against the rules:
# Slipping security all round because they are security.
# Blocking the head of personnel in their office using walls because they didn't give you what you asked for.
# Hiding someone's body because they punched you earlier in the round.
# Harassing the bar or bartender by frequently coming in to break their glasses or furniture.
# Randomly picking fights with people.
|}
 
<small>Is this fully covered by escalation rules?</small>
 
== Don't act like an antagonist unless the game tells you that you are one ==
{| class="mw-collapsible mw-collapsed"
| <strong>Details</strong>
|-
| 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 making 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.
|}
 
{| class="mw-collapsible mw-collapsed"
| <strong>Examples</strong>
|-
| These examples assume that you are not an antagonist.
 
Acceptable:
# Stealing or breaking a glass from the bar.
# Replacing someone's shoes with clown shoes.
# Giving everyone all access during war ops. (This is not necessarily a good idea)


#The arrivals station and the arrivals shuttle are off-limits to antagonistic activity or damage (even to antagonists). You have no reason to attack freshly spawned people nor damage the area so they have no hope of safely getting to the station.
Against the rules:
#Do not intentionally make other players' lives hell for your own amusement. Starting small IC conflicts or disputes are fine, but going out of your way to antagonize specific players or departments all round for no reason other than liking the reaction they make is unacceptable.
# Starting a cult.
#'''THE ROUND IS NOT OVER UNTIL THE END-ROUND SUMMARY APPEARS WHEN THE EMERGENCY SHUTTLE DOCKS WITH CENTRAL COMMAND.''' If you kill/attack/shoot someone or bomb/destroy/space/foambomb/smokebomb something before the summary appears, it will be handled accordingly.
# Starting a revolution.
{{MRPAmendment|Rounds are not over until the game returns to the lobby. Escalation and self-antag rules apply even after the round summary appears.}}
# Mutinying the captain because they would not let you become the chief medical officer.
<ol start="4">
# Randomly smashing lots of station lights.
<li>Do not needlessly remove players from the round permanently (hiding/destroying/spacing the corpse). Nobody likes to sit out the entire round over a petty dispute. At least prevent them from dying and drop them off at Medbay unless you have a strong reason to believe they are an antagonist.</li>
# Disrupting station power.
</ol>
# Spacing parts of the station.
{{MRPAmendment|Do your best not to interact negatively with SSD/AFK players. Interactions to finish what is required of your duties/objectives are always acceptable.}}
# Distributing significant levels of access without a good reason.
# Stealing high risk or high value items, like the nuclear authentication disk, for no reason.
|}


=== Antagonist-Specific Rules: In General ===
== Antagonist Rules ==
{{Mbox|text=Pending Total Rewrite}}
{{Mbox|text=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.
'''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.
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| <strong>Details</strong>
| <strong>Details</strong>
|-
|-
| Rounds exist independently of each other. Changing characters in a round does not allow you to retain the prior character's memory.
| Rounds exist independently of each other and must be viewed from an in-character perspective. Changing characters in a round does not allow you to retain the prior character's memory.
# Do not target or harass players for actions they took as another character or in another round. This is considered metagrudging.
# Do not target or harass players for actions they took as another character or in another round. This is often called "metagrudging".
# Do not provide players an unfair advantage or give them special treatment based on actions they took as another character or in another round. This is considered metafriending.
# Do not provide players an unfair advantage or give them special treatment based on actions they took as another character or in another round. This is often called "metafriending".
# Unless specifically stated otherwise, you do not remember anything about your past life when taking a ghost role or if respawned.
# Do not remember anything about your past life when taking a ghost role or if respawned unless specifically told to by the game or an admin.
# You cannot use any information you gain while your character is dead or unconscious, including any information gained while you are a ghost or spectator.
# Do not use any information you gain while your character is dead or unconscious, including any information gained while you are a ghost or spectator.
# Do not make assumptions about the round type based off of things that would not be related in-character (IC), such as a lack of random events, a lack of specific antag activities, or the existence of certain random events.
# Do not make assumptions about the round type.
|}
|}


{{MRPAmendment|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.}}
{{MRPAmendment|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.}}


== Follow escalation rules, don't make Cargonia ==
<small>Metashield + examples + move "Do not make assumptions about the round type" to metashield, or all of it, move it all to metashield.</small>
{{Mbox|text=Pending Total Rewrite}}
 
Follow escalation rules, don't murder someone for slipping you, use common sense, be humane. Conflicts can generally be said to follow a basic pattern of escalation: Verbal -> Physical (ex: shoving, punching) -> Non-Lethal (ex: utilizing basic weapons and less lethal weapons, beating someone into critical condition) -> Lethal (ex: beating someone to death, firearms, explosives, deadly melee weapons).
== Follow reasonable escalation ==
{| class="mw-collapsible mw-collapsed"
| <strong>Details</strong>
|-
| 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:
# Verbal
# Non-harmful
# Non-lethal
# Lethal
# Permanently lethal
 
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.
 
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.
 
<small>CE Note: Should include something that allows the crit/dead to immediately re-escalate if they were the victim and if they weren't brought to med/security</small>
 
Security can immediately escalate to non-lethal force if it is necessary to arrest someone.
|}
 
{| class="mw-collapsible mw-collapsed"
| <strong>Example of Conflict Types</strong>
|-
| Verbal:
# Shouting
# Yelling
 
Non-harmful:
# Shoving
# Stealing non-critical items, like easily replaced tools
 
Non-lethal:
# Stealing items without endangering someone's life, like a clown's pie cannon or the HoP's fax machine
# Punching
# Disablers
# Stun batons
 
Lethal:
# Punching to crit or death
# Attacking with strong weapons, like bats
# Stealing items that endanger someone's life, like a hardsuit
 
Permanently lethal:
# Gibbing
# Not taking someone who you killed or put into crit to the medbay or security
# Hiding someone's body
# Spacing someone's body
|}
 
{| class="mw-collapsible mw-collapsed"
| <strong>Example Scenarios</strong>
|-
| These examples assume that you are not an antagonist.
 
Acceptable:
# A player starts punching you, so you start punching back until they stop. If they go into crit, you stop attacking them and take them to security or to get medical attention.
# You make fun of a clown, who then throws a pie at you and steals your shoes. You slip the clown and steal their mask.
# You are a security officer and tell someone to stop so you can question them. They run away so you use your disabler to stun and cuff them.
# You are a security officer and see someone wearing a syndicate hardsuit so you shoot them to crit, cuff them, then take them to security.
# You are a crewmember and see a nuclear operative, so you kill them.
# An unauthorized person enters a high risk area of the station, like the armory or atmospherics, so you attack them until they leave.
 
Against the rules:
# A player starts punching you, so you gib them.
# 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 trenchon 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 unauthorized person enters a low risk area of the station, like cargo, and you start attacking them with no other escalation.
|}
 
== Do not abandon your role ==
{| class="mw-collapsible mw-collapsed"
| <strong>Details</strong>
|-
| 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.


#ESCALATION GOES BOTH WAYS. You can always opt to try and DE-ESCALATE a situation, which will look favorably on you if conflict does eventually arise.
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 thing 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.
#DO NOT OVER ESCALATE. If you pre-emptively attack someone due to a poor assumption (ex: immediately murdering trespassers) or skip straight to murder, you will get in trouble. Make some form of effort to meet a situation non-violently if the situation permits it.
|}
#YOU MAY ESCALATE TO THE SAME LEVEL AS YOUR OPPONENT. If your opponent whips out a gun and starts trying to shoot you, you are enabled to do the same.
#YOU MAY ALWAYS DEFEND YOURSELF to the extent of protecting your own life. Once there is no longer an immediate threat to your life, you should stop your attack unless you have a very good reason to believe your target is an antagonist.
#SECURITY MAY USE LESS LETHAL FORCE AND WEAPONS TO EFFECT ARRESTS. Resisting security generally permits security to upgrade their response against your actions to effect your arrest, however they should generally only be using lethal force in the protection of their own life or the life of the crew at large, or if their opponent escalates to the same level of force.
#If a conflict leads to violence and either participant is incapacitated, the party still standing is expected to make an effort to prevent the other party from dying by either treating them or bringing them to Medbay unless there is a good reason to believe the incapacitated is an antagonist. If you do think they are an antagonist, you are strongly encouraged to turn them over to Security where feasible.
#Repeated conflicts should try to escalate again. Immediately resorting to trying to kill the person who knocked you out the next time you see them is not appropriate. As conflict continues with someone IC, repeated conflicts may eventually lead to homicide if escalated properly, however Security and Command reserves the right to have you arrested for homicide.
#If you have reason to believe a conflict is over-escalating or interferes with the round in a detrimental way, admin help the situation (F1) so it can be addressed.
#'''DO NOT DO ANY OF THE FOLLOWING''': Departmental Revolutions (ex: "Cargonia" or any variations thereof or whatever name you decide to call it), Cults, Strikes, Riots, or any similar behaviors that disrupt the station at large as a non-antagonist. Other than for revolutionary antagonists, these activities are strictly forbidden. All players, including antagonists other than revolutionaries, must obtain admin permission before engaging in this behavior (forewarning: you are unlikely to get permission).
{{RuleExample|A traitor antagonist sees a cargonia revolution that someone else started. Since they are not a revolutionary antagonist, they may not join the revolution without permission from an administrator. The player asks for permission in ahelp but does not get a response. Since the player was not given permission, they may not join the revolution.}}


== Do not suicide out of or waste important roles, including antagonist roles ==
{| class="mw-collapsible mw-collapsed"
{{Mbox|text=Pending Total Rewrite}}
| <strong>Examples</strong>
Command roles and antagonist roles drive the round. Do not suicide out of or abandon these roles if you don't end up getting the role you want. If you don't want to play a particular role, just set it to "Never" in your job preferences.
|-
| Acceptable:
# As an engineer, building a bar in maintenance while there is nothing important for engineering to do.
# As the captain, having the chef teach you how to cook while there is nothing important needing your attention.
# As a passenger, building a shuttle with materials given to you by cargo and engineering.
# Getting an antagonist role and doing the bare minimum needed to complete your objectives.
# Getting an antagonist role and making a genuine effort to complete your objectives, but failing to complete any.
# Getting an antagonist role and intentionally not doing any of your objectives, but creating a similar level of disruption that completing your objectives would create.


#Don't immediately ghost or suicide from your role if you do not get antagonist (referred to as "Antag-rolling"). This is poor sportsmanship and takes up job slots from other players that may have wanted to play in that job.
Against the rules:
#If you don't want to be an antagonist, don't enable the checkbox for it on the character creation. Do not go be a "friendly antagonist" by hanging out in the bar with your syndicate gear on display as security will be encouraged to shoot you to death. Friendly antagonists do not drive the round and often cause more administrative problems then they cause interesting gameplay.
# As an engineer, building a bar in maintenance while the station has no power.
# As the captain, leaving the station to go on an expedition with the salvage team.
# As an atmospherics technician, building a shuttle round start and never coming back to the station.
# Ghosting, suiciding, or leaving at the start of a round because you don't like the map or the players in your department.
# Getting an antagonist role and not doing any antagonist activities.
|}


== Do not pre-emptively rush for weapons and equipment [Powergaming] ==
== Do not pre-emptively rush for weapons and equipment [Powergaming] ==
{{Mbox|text=Pending Total Rewrite}}
{{Mbox|text=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").
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").


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</ol>
</ol>


== Do not intentionally make everything worse [Self-Antagonism] ==
== Set an example if playing command or security ==
{{Mbox|text=Pending Total Rewrite}}
{| class="mw-collapsible mw-collapsed"
Intentionally making yourself a major problem/annoyance/disruption for the crew or other players at large while not an antagonist is forbidden (referred to as "self-antagging"). Much of the behavior in this rule is an in-character issue that Security should deal with appropriately, but it becomes self-antagonism when it begins to degrade the station at large or cause a significant issue, or is simply done for no purpose other than to be annoying.
| <strong>Details</strong>
|-
| All command and security roles are held to stricter interpretations of the rules.
# Command roles are not learning roles. Members of command must be competent.
# Security roles are not for inexperienced players. Members of security are expected to know game basics and be more familiar with server rules than a new player.
# Do not hinder or cause overall negative effects to the station or crew as a member of command or security.
# Do not abuse your power as command or security.
|}


#This is a catch-all that encompasses a wide range of annoying and disruptive behavior. Smashing lights, destroying infrastructure and furniture, cutting power, spacing rooms, attacking random people unprovoked, handing out all-access, stealing high-risk items for no purpose (ex: nuclear authentication disk, captain's ID), or otherwise reducing the quality of life on the station are all things that can be referred to as self-antagonism.
{| class="mw-collapsible mw-collapsed"
#This also applies to willingly cooperating with known or obvious antagonists, such as nuclear operatives or openly identified syndicate agents.
| <strong>Why</strong>
#This also applies to enabling or participating in riots, cults, or other disruptive behavior.
|-
| 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.
|}


== Command & Security are held to a higher standard ==
{| class="mw-collapsible mw-collapsed"
{{Mbox|text=Pending Total Rewrite}}
| <strong>Examples</strong>
Command & Security roles are held to a higher standard of play. It is easy to ruin the game for other players as these roles, therefore they are generally more restrictive and given less leeway on the amount of disruption they are allowed to cause.
|-
| Acceptable:
# A member of security accepts a bribe to deliver safe donuts to a prisoner who the HoS has ordered should only be given donk pockets.
# A captain uses a station announcement to confess to an embarrassing mistake that they made during the shift.
# In coordination with the head of security, a captain declares that the station will recognize the right to bear arms, so all crew can pick up a disabler at security.
# The chief medical officer gives a paramedic their portable crew monitor to help them complete their job.
# A syndicate agent is holding a crewmember hostage and threatens to kill them if the head of security doesn't give them their ID. Seeing no other safe option, the head of security hands over their ID to the syndicate agent, then beings working to re-secure it and capture the agent as soon as the hostage is safe.
# Nuclear operatives are attacking the station, so the captain and head of personnel both go to the armory and take a weapon.
# A majority of command votes to demote the captain for taking actions harmful to the station, then the head of security demotes the captain.
# The captain promotes the head of personnel to captain.
# Security releases an antagonist from the brig in exchange for the identities of other traitors.


#'''Be competent''' - If you sign up for a Command or Security role, you are expected to know the basics of the game, your job, and the job(s) you supervise, if any. Failure to know your job or how to play the game in general as Command or Security is liable to result in a job ban.
Rule Violations:
#'''Do not willingly and openly cooperate with terrorists''' - Do not make friends with known antagonists & trade with them to obtain contraband or for promises of protection, etc. Giving away any objective items you also supervise or have control over is also strictly forbidden.
# A member of security accepts a bribe to ignore a crime or help a prisoner escape.
##Leeway to this rule is afforded if the trade or cooperation with the antagonist is done for the benefit of the safety and situation of the station as a whole.
# A captain sends a ASCII art trollface over station announcements or as a fax to central command.
{{RuleExample|Negotiating an antagonist's release on parole in exchange for the identities of other antagonists can be allowed.}}
# A captain declares that all contraband is legal.
<ol start="3">
# The chief medical officer knowing helps a syndicate agent complete their objectives.
<li>'''Uphold the Law & maintain order''' - Do not engage in disruptive or lawbreaking behavior as Security or Command or simply allow/encourage disruptive or lawbreaking behavior to happen. Security will be expected to intervene into criminal activity, while command is at minimum expected to report criminal activity to security. Both Security and Command will attempt to maintain order.</li>
# A syndicate agent has killed 3 members of security so the head of security makes them an offer saying that they will space all the weapons in the armory if the syndicate agent stops killing.
<li>'''Do not immediately abandon your position''' - Do not instantly suicide, ghost, or go absent from your position and duties as a command role without at least notifying an admin. If possible, it is recommended you promote someone else in your place to your position. Abandoning your role as Captain to go put on a clown outfit and be the clown with all access will get you exploded. This also applies to heads of staff abandoning the station during an emergency (ex: the Captain hiding in space with the Nuclear Authentication Disk, this just deadlocks the round and isn't fun).</li>
# The captain goes to the armory and takes a gun to display in his office without asking anyone, and orders anyone who questions him to not interfere.
<li>'''Do not abuse your position''' - Just because you are the Captain does not mean you can order the Chief Engineer to give you his spare toolbelt, or order the Chief Medical Officer to give you his hypospray, or walk into the Armory and pocket as many guns as possible. Other people besides you are playing the game and may need equipment and manpower, and the heads of staff who have responsibility to that equipment and their department reserve the right to stop you if you try to grab it for no reason.</li>
# Members of command decide to demote the captain to gain more power for themselves, or in retaliation for a decision that they didn't personally like or agree with.
<li>'''Do not actively make everything worse''' - Don't just make arbitrary decisions to the detriment of the station.</li>
# The captain promotes a random crewmember to captain.
</ol>
# Security releases an antagonist from the brig in exchange for the antagonist buying them contraband.
{{RuleExample|The following are real examples of violations: hiring anyone you can find as security regardless of competence, calling for the execution of particular crew members over announcements due to vague suspicions of petit theft, promoting the first random clown/mime you find to be a "bodyguard" with all access, promoting random people to Captain, disbanding entire departments (especially security) for no reason, hiring personal bodyguards out of random service crew members instead of using anyone in security, etc.}}
|}


== Command & Security engagement rules ==
== Command & Security engagement rules ==

Latest revision as of 11:47, 12 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.

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
Admins can override rules if they deem it in the best interest of the current round, server, and/or community at large. Admins are able to make final interpretations of rules. 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 you rule skirt, rule lawyer, or otherwise are an overall negative impact to the community, you will be removed. Admins will be held fully accountable for their actions if they exercise this privilege.

No Hate Speech or Discriminatory Language

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
Erotic Roleplay (commonly abbreviated as "ERP") and any sexual content is strictly forbidden. This includes direct and indirect mentions of sexual behavior or actions.
Some leeway is afforded to insults, but not all insults are exempt. Example: 'You are a dickhead' is not considered a violation of this rule.
Spamming or copy/pasting erotica content/memes also violates this rule. Example: WGW
In-game romantic relationships should not become the focus of the game for you and anyone else involved. This is not a dating simulator. Dedicating significant portions of rounds to romantic relationships, dating, or similar things violates this rule.

THIS RULE IS ZERO-TOLERANCE

Do not use out of game methods to communicate with other players [Metacomming]

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 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 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.
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. These are often used to curb 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, but doing so is typically considered ban evasion.
Game 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. 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 bans are often intended to be appealed, and are usually successful if the admin team can be convinced that the player will not continue to cause 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.

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.
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

Candidate 1

Details
The following are prohibited by this rule:
  1. bugs and exploits which have effects that persist beyond the current round,
  2. evading or bypassing afk detection,
  3. anything which results in gaining elevated privileges, including admin permissions,
  4. external tools and client modifications, including macros, and
  5. anything which prevents another player who is not game banned from being able to play on the servers, not including in-character actions that do not persist across rounds

Both attempts and successful use are prohibited.

Candidate 2

Details
The following are prohibited by this rule:
  1. bugs and exploits which have effects that persist beyond the current round,
  2. intentionally used bugs, exploits, and unintended behaviors which give the user an advantage over players who do not use them, even if their effects do not persist across rounds,
  3. evading or bypassing afk detection,
  4. anything which results in gaining elevated privileges, including admin permissions,
  5. external tools and client modifications, including macros, and
  6. anything which prevents another player who is not game banned from being able to play on the servers, not including in-character actions that do not persist across rounds

Both attempts and successful use are prohibited.

Do not use multiple accounts, or alt accounts, and do not share accounts

Details
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 create an admin message on the forums notifying admins before using a new account to play. Creating a new account while your current account is banned will be considered ban evasion.

Do not abuse or ignore admin help

Details
Only use admin help (ahelp) 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.
Examples
Appropriate uses of ahelp:
  1. reporting people violating rules,
  2. asking questions about rules,
  3. asking for a temporary exemption from a rule, and
  4. request a minor gimmick, like a TC trade or item spawn.

Inappropriate uses of ahelp:

  1. checking if an admin is online, including sending messages like "hello" or incomprehensible messages,
  2. being hostile or aggressive,
  3. requesting events, and
  4. spamming messages about the same issue.

Don't threaten to ahelp other players

Details
Don't threaten to ahelp a player, don't tell them you are ahelping them, and don't tell them you did ahelp them. 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.
Examples
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".

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 act as if your character understands what the mouse is saying, and you have a conversation with the mouse.

Use realistic character names, and do not use names of famous people

Details
  1. No names of people or characters from the real world
  2. No titles/honorifics
  3. Must follow all other rules (no slurs/sexual names/etc)
  4. Usernames, objects, random characters, very "low effort" names, or otherwise implausible names cannot be used as names. See examples below.
  5. Admin rulings on IC names are final and disputes should be done through the forums, not by refusing to comply with an admin
Conventions and Examples
Names marked with a ❌ cannot be used by any species. Names with a ✅ can be used by any species on LRP.

Humans typically use the Firstname Lastname convention.

  • ✅ Tom Fisher
  • ✅ Spacey Chapman
  • ❌ Dr. Tom Fisher
  • ❌ Walter White
  • ❌ George Washington
  • ❌ Joe Biden
  • ❌ Ben Dover
  • ❌ Mike Hunt

Dwarfs typically use either the human convention in a viking theme.

  • ✅ Ingrid Firebreath
  • ✅ Erik Lightningclaw

Lizards typically use the Verb-article-Noun convention.

  • ✅ Cleans-the-Airlocks
  • ❌ Bans-the-Admins

Slimes typically have names that are onomonopia. A last name is optional.

  • ✅ Foolp Suub
  • ✅ Foolp
  • ❌ Slime

Diona typically have calm, nature themed, Noun of Noun style names.

  • ✅ Petal of Tranquility
  • ✅ Garden of Relaxation
  • ❌ Tree but Alive

Mothmen typically use latin sounding names, or light themed names.

  • ✅ Socrates Temnora
  • ✅ Sierra Lightseeker
  • ✅ James Nightflitter

Arachnids typically use latin sounding names.

  • ✅ Argyroneta Reticulatus
  • ✅ Loxosceles Domesticus
  • ❌ Spider-Man

Usernames, objects, random characters, very "low effort" names, or otherwise implausible names are not permitted.

  • ❌ XxRobustxX
  • ❌ SDpksSodjdfk
  • ❌ Lkdsoisgoieun
  • ❌ F4ith H3arth
  • ❌ Greytide
  • ❌ Passenger
  • ❌ Urist McHands
  • ❌ Admin
  • ❌ Game-Master
  • ❌ Joe Mamma
  • ❌ Middle-Aged Man

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.

Roleplay a normal person

Details
  1. Do not use texting/messaging acronyms (ex: "lol", "wtf", "brb", "lmao", "thx", "sgtm") or emoticons (ex: ":)", "xD") in-character.
  2. Do not mention out-of-character (OOC) concepts like game admins or developers in character.
  3. Do not use emotes to bypass muted or accented speech.
  4. Do not use extremely low effort or impossible emotes.
Examples
Things you should not do:
  1. Say "lol did you c wat just happened" using in-character chat.
  2. Say "an admin exploded him" using in-character chat.
  3. Emote "can you give me some cheese" as a mouse.
  4. Emote "motions for you to order guns" or "asks you to order guns in sign language" as a mime.

Things you could do instead:

  1. Say "haha did you see what just happened?"
  2. Say "god blew him up" or "centcom must have bluespaced a bomb to him"
  3. Point at cheese
  4. Point at the cargo order console then emote "shoots finger guns"

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
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.

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:
  1. Redecorating arrivals or the arrivals shuttle.
  2. Remodeling arrivals or the arrivals shuttle as long as you do not make the area more dangerous both during and after the remodel.
  3. Setting up a safe security checkpoint between arrivals and the rest of the station.
  4. Killing someone who has been at arrivals for a long time, or who left arrivals and came back. (This may violate other rules depending on the situation)
  5. Releasing a singularity which damages arrivals. (This may violate other rules depending on the situation)
  6. Causing a station-wide atmospheric issue which also affects arrivals. (This may violate other rules depending on the situation)

Against the rules:

  1. Making arrivals or the arrivals shuttle uninhabitable.
  2. Attacking or killing someone at the arrivals station.
  3. Killing someone very shortly after they arrive at the station.
  4. Disassembling all the firelocks at arrivals.
  5. Electrifying the arrivals docking airlocks.

Don't be a dick

Details
Antagonists are given significant leeway with regard to this rule. See the antagonist specific rules for more info.
  1. Do not harass other players in-character. Out-of-character harassment is covered by an earlier rule.
  2. Do not needlessly permanently remove players from the round, or significantly increase the likelihood that this will happen.
  3. Do not trap someone, including stealing their ID, without a very good reason.
Examples
Acceptable:
  1. Minorly inconveniencing someone.
  2. Starting a conflict with someone for a reason.
  3. Killing someone after appropriate escalation and leaving their body in front of medbay.
  4. As an antagonist, killing someone who got in your way.
  5. As an antagonist, killing someone who didn't give you what you want.

Against the rules:

  1. Slipping security all round because they are security.
  2. Blocking the head of personnel in their office using walls because they didn't give you what you asked for.
  3. Hiding someone's body because they punched you earlier in the round.
  4. Harassing the bar or bartender by frequently coming in to break their glasses or furniture.
  5. Randomly picking fights with people.

Is this fully covered by escalation 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 making 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:

  1. Stealing or breaking a glass from the bar.
  2. Replacing someone's shoes with clown shoes.
  3. Giving everyone all access during war ops. (This is not necessarily a good idea)

Against the rules:

  1. Starting a cult.
  2. Starting a revolution.
  3. Mutinying the captain because they would not let you become the chief medical officer.
  4. Randomly smashing lots of station lights.
  5. Disrupting station power.
  6. Spacing parts of the station.
  7. Distributing significant levels of access without a good reason.
  8. Stealing high risk or high value items, like the nuclear authentication disk, for no reason.

Antagonist Rules

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.

  1. 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.
  2. 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

  1. 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".
  2. Traitors are not a team antagonist and are not required to cooperate with one another. "Identify yourself at your own risk".
  3. 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.
  4. 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.

  1. 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.
  2. 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.

  1. Do not intentionally sabotage/hinder/sandbag your team. The team works best when everyone does their part.

Antagonist-Specific Rules: Nuclear Operatives

  1. Nuclear Operatives are a team antagonist, the earlier section on team antagonists applies.
  2. Do not take excessively long (>45 minutes) to "prepare" for your station assault. This needlessly stretches out the round.
  3. 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

  1. Revolutionaries are a team antagonist, the earlier section on team antagonists applies.
  2. 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.
  3. You should generally attempt to convert people rather than killing them, but you are not forbidden from ever killing people that can be converted.
  4. 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
Rounds exist independently of each other and must be viewed from an in-character perspective. Changing characters in a round does not allow you to retain the prior character's memory.
  1. Do not target or harass players for actions they took as another character or in another round. This is often called "metagrudging".
  2. Do not provide players an unfair advantage or give them special treatment based on actions they took as another character or in another round. This is often called "metafriending".
  3. Do not remember anything about your past life when taking a ghost role or if respawned unless specifically told to by the game or an admin.
  4. Do not use any information you gain while your character is dead or unconscious, including any information gained while you are a ghost or spectator.
  5. Do not make assumptions about the round type.

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
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:
  1. Verbal
  2. Non-harmful
  3. Non-lethal
  4. Lethal
  5. Permanently lethal

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.

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.

CE Note: Should include something that allows the crit/dead to immediately re-escalate if they were the victim and if they weren't brought to med/security

Security can immediately escalate to non-lethal force if it is necessary to arrest someone.

Example of Conflict Types
Verbal:
  1. Shouting
  2. Yelling

Non-harmful:

  1. Shoving
  2. Stealing non-critical items, like easily replaced tools

Non-lethal:

  1. Stealing items without endangering someone's life, like a clown's pie cannon or the HoP's fax machine
  2. Punching
  3. Disablers
  4. Stun batons

Lethal:

  1. Punching to crit or death
  2. Attacking with strong weapons, like bats
  3. Stealing items that endanger someone's life, like a hardsuit

Permanently lethal:

  1. Gibbing
  2. Not taking someone who you killed or put into crit to the medbay or security
  3. Hiding someone's body
  4. Spacing someone's body
Example Scenarios
These examples assume that you are not an antagonist.

Acceptable:

  1. A player starts punching you, so you start punching back until they stop. If they go into crit, you stop attacking them and take them to security or to get medical attention.
  2. You make fun of a clown, who then throws a pie at you and steals your shoes. You slip the clown and steal their mask.
  3. You are a security officer and tell someone to stop so you can question them. They run away so you use your disabler to stun and cuff them.
  4. You are a security officer and see someone wearing a syndicate hardsuit so you shoot them to crit, cuff them, then take them to security.
  5. You are a crewmember and see a nuclear operative, so you kill them.
  6. An unauthorized person enters a high risk area of the station, like the armory or atmospherics, so you attack them until they leave.

Against the rules:

  1. A player starts punching you, so you gib them.
  2. A clown throws a pie at you and steals your shoes, so you stab them to crit with a screwdriver.
  3. You are a security officer and tell someone to stop so you can question them. They run away so you use a trenchon to beat them to crit.
  4. 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.
  5. An unauthorized person enters a low risk area of the station, like cargo, and you start attacking them with no other escalation.

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 thing 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.

Examples
Acceptable:
  1. As an engineer, building a bar in maintenance while there is nothing important for engineering to do.
  2. As the captain, having the chef teach you how to cook while there is nothing important needing your attention.
  3. As a passenger, building a shuttle with materials given to you by cargo and engineering.
  4. Getting an antagonist role and doing the bare minimum needed to complete your objectives.
  5. Getting an antagonist role and making a genuine effort to complete your objectives, but failing to complete any.
  6. Getting an antagonist role and intentionally not doing any of your objectives, but creating a similar level of disruption that completing your objectives would create.

Against the rules:

  1. As an engineer, building a bar in maintenance while the station has no power.
  2. As the captain, leaving the station to go on an expedition with the salvage team.
  3. As an atmospherics technician, building a shuttle round start and never coming back to the station.
  4. Ghosting, suiciding, or leaving at the start of a round because you don't like the map or the players in your department.
  5. Getting an antagonist role and not doing any antagonist activities.

Do not pre-emptively rush for weapons and equipment [Powergaming]

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").

  1. 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."
  2. 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.
  1. 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
All command and security roles are held to stricter interpretations of the rules.
  1. Command roles are not learning roles. Members of command must be competent.
  2. Security roles are not for inexperienced players. Members of security are expected to know game basics and be more familiar with server rules than a new player.
  3. Do not hinder or cause overall negative effects to the station or crew as a member of command or security.
  4. Do not abuse your power as command or security.
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:
  1. A member of security accepts a bribe to deliver safe donuts to a prisoner who the HoS has ordered should only be given donk pockets.
  2. A captain uses a station announcement to confess to an embarrassing mistake that they made during the shift.
  3. In coordination with the head of security, a captain declares that the station will recognize the right to bear arms, so all crew can pick up a disabler at security.
  4. The chief medical officer gives a paramedic their portable crew monitor to help them complete their job.
  5. A syndicate agent is holding a crewmember hostage and threatens to kill them if the head of security doesn't give them their ID. Seeing no other safe option, the head of security hands over their ID to the syndicate agent, then beings working to re-secure it and capture the agent as soon as the hostage is safe.
  6. Nuclear operatives are attacking the station, so the captain and head of personnel both go to the armory and take a weapon.
  7. A majority of command votes to demote the captain for taking actions harmful to the station, then the head of security demotes the captain.
  8. The captain promotes the head of personnel to captain.
  9. Security releases an antagonist from the brig in exchange for the identities of other traitors.

Rule Violations:

  1. A member of security accepts a bribe to ignore a crime or help a prisoner escape.
  2. A captain sends a ASCII art trollface over station announcements or as a fax to central command.
  3. A captain declares that all contraband is legal.
  4. The chief medical officer knowing helps a syndicate agent complete their objectives.
  5. A syndicate agent has killed 3 members of security so the head of security makes them an offer saying that they will space all the weapons in the armory if the syndicate agent stops killing.
  6. The captain goes to the armory and takes a gun to display in his office without asking anyone, and orders anyone who questions him to not interfere.
  7. Members of command decide to demote the captain to gain more power for themselves, or in retaliation for a decision that they didn't personally like or agree with.
  8. The captain promotes a random crewmember to captain.
  9. Security releases an antagonist from the brig in exchange for the antagonist buying them contraband.

Command & Security engagement rules

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.

  1. 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.
  1. 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.
  2. 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

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.

  1. Brig times for criminals should generally not exceed 10 minutes unless the crime is permabriggable.
  1. 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.
  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. Those who willfully attempt to damage/destroy or escape from the permabrig may be executed.
  7. 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.
  8. 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.

Cyborg, AI, and Silicon Rules

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:

  1. 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.
  2. 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.
  3. 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.
  1. Each individual silicon must remain consistent in their interpretations of laws through the round.
  2. 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.
  3. 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.
  4. 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.
  5. "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.
  6. 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).
  1. 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.

Department Specific Behavior Issues

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