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Faction Rules


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F1.0 FACTION LEADERSHIP


F1.1 Faction Leadership
Each faction requires at least 1 person in a leadership role (both ICly and for OOC representation).

F1.2 Faction Leadership Resignations

  • If a Faction leader is resigning, it is their responsibility to elect a new leader within 14 days. Failing to do so will result in Faction Management stepping in and assigning new leadership. If no leadership potential is found, the faction will be closed.
  • If a Faction Leader is banned, the Faction may elect new leadership as a democracy; or Faction Management will step in and assign new leadership.
  • Faction Leadership are required to be part of the Community Discord (here) for liaision purposes with FM.

F1.2 Leadership Conduct
Faction Leaders & Faction Management are expected to maintain a civil discourse at all times. There is to be no argument without credibility, viability or civility with any decisions made by Faction Management. A repetitive theme of toxic behaviour and/or attitude towards Faction Management may result in faction termination.

F1.3 Leadership Rights

  1. Faction Leaders reserve the right to manage their Faction roster as they deem fit, pursuant to both (or either) IC or OOC factors. If a Faction Leader does not wish to host you in their Faction, Faction Management will not force them to do so.
  2. Faction Leaders reserve the right to create an inhouse ruleset in extension to the Faction Rules or Ingame Rules.
  3. Faction Leaders reserve the right to request the disciplinary record of a (prospective) faction member.

 

F2.0 FACTION QUALITY


F2.1 Activity
If a faction falls inactive for longer than 28 days (gauged by a combination of ingame roleplay entries, log on dates and/or forum activity) without explicitly writing to FM to express the predicted hiatus of activity, the faction may face closure with or without prior notice.

F2.2 Conduct
All members of a faction should conduct themselves in a respectful and civil manner both ICly and OOCly. Members of an established faction are held in higher regards to 'newer' players of South Tahoma. The following instances may result in action via F.M. to you as an individual, and may reflect further disciplinary actions against the Faction you are in:

  • Examples of Rulebreak
    • Mocking situations or outcomes on public forums such as Discord or Public Forum Sections.
    • Continous argument or dispute with Faction Management.
    • An obvious pattern of repeated complaints regarding rulebreaks or misconduct.
    • Bypassing the appropriate chain of communication (i.e. Don't bypass FM and go straight to Bill with issues.)
    • Purposeful harassment, toxicity or disrespect towards other factions.

F2.3 Consistency
Factions are expected to show appropriate respect to the societal, political, racial and lawful tones of the server and of their intended concept. Factions who strive away from their originally intended concept without the proper escalation or development are liable to faction closure.

F2.4 Realism
Factions are expected to roleplay with other factions in an appropriate, realistic manner. For example, a small time ragtag group of bandits would never be seen trying to collude with the U.S. Department of Justice in a major scheme.

 

F3.0 FACTION RESTRICTIONS


F3.1 Concept Restrictions
The following themes are restricted, and can not be applied for or be roleplayed to any degree without the explicit written permission of Faction Management. If you wish to query a conceptualization, do so through a VJcOqRE.png ticket type on the STRP Discord server.

  1. Native Factions
  2. Factions founded in Racial Hatred (e.g. KKK)
  3. Unofficial Law Enforcement Agencies
  4. Unofficial Military or Militia Factions
  5. Unofficial Government Branches

F3.2 Multi-Character Restrictions
You are permitted to have up to 2 characters in the same faction exclusively under the following circumstances. If these circumstances are breached, FM reserve the right to CK your character and to ban future usage of multi-characters in further factions.

  • Both characters can not hold a high rank or act as dual leadership.
  • Both characters can not know one another in a well-known regard, they must be no more than 'work acquaintances'.
  • Both characters can not interact with the same roleplay, storyline, scheme, heist or otherwise at the same time.

F3.3 Multi-Character Whitelisted Jobs
A faction may not have a single (1) player with multiple (2+) characters with whitelisted jobs associated with them simultaneously. For example, player Bailey may not have a whitelisted Horse Trainer character and a whitelisted character Horse Breeder working at the same ranch, at the same time.

F3.4 Faction Character Kills Policy
Factions reserve the right to request you to grant explicit Character Kill permissions for your character upon joining a faction. It should be noted that for Faction Management to enforce this, the following circumstances should be met:

  • The character kill permission must be written.
  • The character kill permission must be granted within 48 hours of you joining the faction.
  • The character kill, if and when executed, must of course be done with sensical reason.

 

F4.0 POSSES


Posse Restrictions are in place in the interest of fair odds in a combative environment, and to faciliate appropriate and fair roleplay. These posse limits are subject to real-time adjustments in alignment with the server population and time of year (Summer, school holidays, etc.); it is your responsibility to remain up to date with them. Ignorance of the rules will not be entertained under any circumstances.

F4.1 Posse Restrictions
The practical posse restrictions can be found in the Rules of Engagement.

F4.2 Passive Posseing
Factions roleplaying 'passively' (i.e. not actively seeking combat, not seeking hostilities, etc.) are not subject to posse limits. This means if combat finds its way to you, you may participate fruitfully with whoever is present. You are not forced to have members abstain.

  • Abuse of Passive Posseing
    Any of the below circumstances will result in an immediate Faction Strike.
    • Feigning passive roleplay with obvious intent to escalate to a combative situation to 'play' the rules.
    • Attempts to blatently dodge the posse limits for selfish or malicious purposes to gain an advantage.

F4.3 Increasing Your Posse Limit
Players can manually request an increased posse limit for any sensical reason through the Fact.png ticket type. Present a valid and reasonable justification or you will be denied. We do not entertain 'back and forths' in requests of this type.

 

F5.0 RAIDS


Raiding is defined as a major attack or violent harassment of any town, ranch, plantation, business, law enforcement, government, federal or Faction HQ building with severe malicious intent directed at the inhabitants or property in question. An unapproved raid will be subject to a full void, including the refunding, reviving and returning of lost goods to the victim(s).

F5.1 Raiding Attackers Ruleset

  1. Your party is subject to the Posse Limit rules.
  2. Your party must have a valid Raid Permission ticket, found in Discord. (Raid.png)
  3. We recommend your party appropriately documents the raid in full (either through logging, screenshots or a play-by-play video).

F5.2 Raiding Defenders Ruleset

  • Your party is not subject to the Posse Limit rules.
  • Your party should assume a raid has been approved. Roleplay accordingly and conclusively; and raise any doubts after-the-fact.

 

F6.0 WAR


Faction Wars are defined as the 'last step' of conflict escalation. They are the final stop in a growing conflict between Factions, and only when an official Faction War is declared will the F6.0 WAR ruleset become relevant - not before. These rules can not be referenced or invoked unless Faction Management have declared a full blown Faction War. Kindly open the spoiler to view this ruleset.

Spoiler

F6.1 Declaration of a Faction War
The state of being in an official Faction War is declared exclusively by Faction Management. This can not be self-declared. Players leading other players to believe a Faction War has been declared will be subject to FM administrative action.

  • Stages
    • Your faction or Faction Management open a Fact.png ticket type to query the start of a Faction War.
      • If your faction is doing this, come prepared with a detailed analysis of why a Faction War is the logical choice. You should be armed to the teeth with relevant proof, documentation of roleplay, and sensical escalation.
    • Faction Management will declare the preliminary terms of the Faction War.
    • Faction Management will declare the kill terms (CK/PK) of the Faction War.
    • Faction Management will declare the victory conditions and victory benefits of the Faction War.

F6.2 Preliminary Terms
Faction Management will bring in the Faction leadership of both involved Factions, once the initial proposal from the instigation Faction has been reviewed on approved. It is during this time, that a civil and cordial discourse will occur between FM and the relevant Faction leaders to determine the preliminary conditions and terms. Often, these include:

  • 1. AGREEMENT OF CIVILITY
    All involved Faction Leadership will be asked to specifically swear to civility during the discourse of a Faction War planning. Any OOC animosity based on IC conflict will be treated severely. We fully reserve the right to simply close your Faction if you can not be an adult in this regard, without the opportunity for appeal.
  • 2. ROSTER DECLARATION
    Both Factions will be asked to submit a roster. This roster is locked in upon confirmation. This roster also includes 'associates', or alliances with other Factions. If a Faction involves unrostered characters in their Faction War, the Faction will simply be closed.
  • 3. SUSPENSION OF ROLEPLAY
    Factions may be ask to suspend their characters' or specific interactions with members of the opposing Faction for timelining.
  • 4. SPECIAL TERMS
    In the pursuit of narrative or quality roleplay, FM may invoke event characters, special injections or other auxiliary roleplay devices to better weave the story of the Faction War. This is including but not limited to:
    • Custom Item Injections
    • Event Characters
    • LEO Involvement
    • NPC Characters
    • Realtime Adjustments of Mapping
    • Time & Weather Changes

F6.3 Kill Terms
The type of war will be determined at the start of the war. It will not be allowed to change mid-way. This decision will be a collaborative effort between the Faction leaders, and FM. If a decision can not be made, the Head of FM will make the decision.

CK War
A 'Character Kill' war means that deaths that occur through combative or LEO instances will result in the immediate Character Kill of your character. CK's of this type are not eligible for appeal, except in the circumstance of the death occuring via a proven rulebreak.

PK War (Temporary)
A 'Player Kill' (Temporary) war means that deaths that occur through combative or LEO instances will result in the character being removed from the conflict entirely for a period of 72 hours. You may still roleplay passively, but are absolutely forbidden from pursuing war efforts during this period. The timer begins upon the moment you 'respawn', or 'give up'.

PK War (Suspension)
A 'Player Kill' (Suspension) war means that deaths that occur through combative or LEO instances will result in the character being temporary suspended from the server (i.e. 'soft banned') until the conclusion of the Faction War.

F6.4 Victory Terms
Faction Management will collaborate with the involved Faction leaders to come to an agreement on a sensical 'victory condition' for either faction.

  • Expectations
    We will endeavour to make the victory terms as 'fair' as possible, however Faction members should expect an adhearance to realism as it pertains to major conflictable elements, to respect the server's integral narrative. For exmaple, a small group of New Austin bandits are excruciatingly unlikely be victorious over the entire force of the State Militia & U.S. Marshal Service. Historics such as this will be taken into account upon the drafting of Victory Terms.
  • Types of Victory
    While we are open to creativity, the likely Victory Terms will be either:
    1. Mutual Agreement of Deescalation
    2. Faction Obliteration

F6.5 War Conduct
Conduct will be intensely monitored during a Faction War. Factions are expected to understand the IC characters are at war, not the OOC players. Misconduct, harassment or disrespect during Faction War will be treated with severity.

F6.6 Warzones
Upon the engagement of actual combat (the production of a /cme), the area in where the combat is occuring is considered a warzone. The deaths of civilians/innocents inside a warzone will not be treated as deathmatching, and will be treated as IC collatoral damage. Civilians who attempt to 'be the hero' are subject to a Character Kill.

 

F7.0 LAWFUL FACTION CORRUPTION


Lawmen are expected to act within the faculty of their respective jurisdiction, to an acceptable and moreover realistic degree. Lawmen are permitted to be corrupt (by the definition of "dishonest or fradulent conduct of those in power"). In South Tahoma, that translates to using one's power (or badge) in faculties that are not in the spirit of being a 'good' lawman.

The below spoiler will contain the 'tiers' of lawmen, and their expected approach to corrupt roleplay.

Any questions, queries or concerns should be redirected to a Fact3.png ticket in the Main Discord. Ignorance of these rules will not be entertained.

 Corruption is defined "dishonest or fraudulent conduct by those in power". In terms of South Tahoma Roleplay, it means acting in a lawful, governmental or judicial fashion that is not in the spirit of being a 'good' person. Kindly open the spoiler to view this ruleset.

Spoiler

Tier I. United States Marshal Service


The USMS should be engaging in as little corruption as possible unless undeniably unavoidable. The aforementioned is responsible by-and-large for the smooth running of the map-wide law and justice system. In such a circumstance where the entire USMS is engaging in excessive corruption, due to the limited populous, the judicial system would come to a grinding halt.

  • Tier I roles will actively aim to avoid corruption entirely unless all other avenues have been explored before arriving at corruption.
  • Tier I roles will actively fight corruption in all lawful jurisdictions if appropriate if their rosters are engaging in corruption.
  • Tier I roles will actively not work in malicious-corrupt collusion with other Tiered roles.
     

Tier II. Local Government & West Elizabeth County Sheriff
Mayor    Deputy Mayor    W.E.S.O. County Sheriff


Roleplayers in the aforementioned roles are permitted to inject slithers of corruption into their roles, in the pursuit of productive and fruitful roleplay. These roles are by-and-large governmental leadership or heavy cogs in the governmental machine. Their interactions with corrupt-centric roleplay should be minimal, and they should rarely be leading or starting roleplay of a corrupt nature, especially when said roleplay is at the explicit disadvantage of another player or faction.

  • Tier II roles are permitted to engage in corrupt schemes that are not inherently involving violent crimes (i.e. White Collar Crime).
  • Tier II roles will actively fight corruption in their respective organisations if their underlings are engaging in corruption.
  • Tier II roles will actively not work in malicious-corrupt collusion with other Tiered roles.
     

Tier III. New Austin County Sheriff
N.A.S.O. County Sheriff


The New Austin County Sheriff is permitted to engage in small-time corruption, whether that be examples such as police brutality, bribes, and low level corruption that serves their character as an individual. Corrupt-centric roleplay that comes out of these roles should be challenged by those in higher Tiered roles if found out.

  • Tier III roles are permitted to engage in corrupt schemes that are not inherently involving violent crimes (i.e. White Collar Crime).
  • Tier III roles are permitted to engage in low level corruption (such as police brutality, accepting bribes, etc.).
  • Tier III roles are eligible to collude with other Tier III & below to engage in low level corruption.
     

Tier IV. Deputies & Lawful Aides
Sheriff's Office Roster     Possemen, etc.


Roleplayers in the aforementioned roles are permitted to engage in corruption that is anything other than a large-scale scheme, that would likely fall into Heists & Schemes. Roleplayers in these roles are small time lawmen, who would realistically likely be susceptible to corruption; if their character narrative would dictate as such.

  • Tier IV roles are forbidden from engaging in large-scale corrupt schemes without a prior approval by Faction Management.
    • Large-Scale Corrupt Schemes are defined as plotting murder/assassinations, causing mass civil unrest, large robberties, etc.
  • Tier IV roles are permitted to engage in small-scale corrupt schemes that are not inherently involving violent crimes (i.e. White Collar Crime).
  • Tier IV are eligible to participate in local corruption if in the realistic and sensical pursuit of their character's development.
     

Corruption Permissions: Being Corrupt


Any lawman can open a Fact3.png to manually 'upgrade' their corruption permissions. These permissions (if granted) may be temporary or permenant, and should come armed with appropriate and sensical rationale if queried.

 

F8.0 FACTION STRIKES


F8.1 Faction Strikes System
Faction Management have elected to run on a very simple "three strike" system to keep factions in check.

  • Strike 1: Faction Leadership will receive a written warning (with reason and evidence) from Faction Management.
    • It is then their choice how/if they wish to reveal this warning to their faction.
  • Strike 2: The entire Faction will receive a public written warning (with reason and evidence) from Faction Management.
  • Strike 3: The Faction will be disbanded.

F8.2 Faction Strike Terms

  • Faction Strikes are not subject to appeal.
  • Faction Strikes will expire after three (3) months.
  • Faction Management reserve the right to downgrade Official Factions to Unofficial in the presence of Faction Strike(s).
  • Faction Management reserve the right to issue Faction Strikes as a result of action from a Player Report, if deemed appropriate.

F8.3 Faction Strike Examples

  • A Faction Member repeatedly fails to adhere to safezone rules.
  • A Faction raids a property without administrative permission.
  • A Faction disobeys the posse limits.
  • A Faction engages in hostility or disrespect in OOC channels towards a player, group or staff.

You get the jist. If your Faction Members break rules while representing your faction; your Faction will be held accountable.

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