Wang Posted March 25 Share Posted March 25 (edited) FACITON RULES AND GUIDELINES INTRODUCTION Overall, faction rules are essential to creating a fun and engaging roleplaying experience for everyone involved. By providing structure, promoting fairness, encouraging creativity and collaboration, and maintaining immersion, faction rules help to ensure that everyone has a great time within the Red Dead World. Faction rules create a level playing field for all factions and players. These rules help to prevent one faction or multiple groups from dominating the virtual world unfairly, which can lead to others feeling left out or excluded. By enforcing rules that promote fair play, everyone has a chance to thrive and succeed within our community. These rules and guidelines help to ensure that everyone is on the same page and knows what is expected of them and their faction. It is a faction's responsibility to ensure that all of its members follow the rules outlined. INDEX I - FUNDAMENTALS II - RULES OF ENGAGEMENT III - LFM SPECIFIC Ⅳ - IFM SPECIFIC V - CHANGE LOG NEED FURTHER CLARITY? The Faction Management Team aims to accommodate and support the growth and continuous development of all kinds of factions, if you're not sure about any of the things listed in this document or have any additional questions pertaining to factions we recommend that you reach out to the FM Team on our discord where you're able to ask questions and directly talk to other faction leaders. https://discord.gg/xUvyBWmYQf Edited March 28 by Wang Link to comment Share on other sites More sharing options...
Wang Posted March 25 Author Share Posted March 25 (edited) I - FUNDAMENTAL FACTION RULES & GUIDELINES 1.01 - FACTION LEADERSHIP: All factions require an appointed leader who will represent and head the faction and directly liaise with Faction Management to resolve issues or concerns where they may arise. This person shall either be the original founder of the concept or the in-character highest-ranked individual which is seen to be the leader. The leader of the faction must join the Faction Management discord and request the appropriate roles for their faction. Should the leader of a faction be forcibly removed due to administrative punishment or poor performance then Faction Management will oversee the appointment of a new leader where applicable or can close the faction concept down should it not be viable for it to continue further. When a faction leader resigns from their position and fails to pick a replacement if one week passes and a new leader is not elected internally within the group then Faction Management will oversee the appointment of a new leader or terminate the concept should it not be viable to continue. Faction leaders above all others are expected to be setting the highest standard of roleplay quality and character portrayal for the era and group. This also extends to OOC where the leaders are expected to maintain a professional standing within the community, where a faction leader breaks common rules such as the common courtesy rule they must accept that their faction may be subject to a strike as a result of their own actions as a representative of the faction. Faction leaders are to be respectful of FM decisions, they can appeal them to the Head of FM/IFM/FM where they feel the action/decision is unjustly taken by their handler but should the head take a similar stance they must respect that decision. Any calling out of the LFM/IFM’s decisions and further complaining following an appeal may lead to faction strikes being issued. Should a negative attitude to IFM/LFM decisions be a recurring theme the FM team has the full right to remove a faction leader or close down the faction concept. 1.02 - FACTION ACTIVITY: Factions are expected to remain actively present within the community, any activity longer than fourteen days without notification to Faction Management will result in your faction being closed down. Factions within the community are expected to keep an active log of their developments which is commonly done through their faction threads where they post their faction stories and character developments. This is especially relevant to factions that are unofficial and are looking to achieve official status, showing an active presence within the community and a willingness to grow and develop your faction is key to being a suitable candidate for Official status. 1.03 - CROSS FACTIONAL COLLUSION: It is strictly against the rules for any non-government faction to collude with one another in a way that is unrealistic for their faction's concepts in an attempt to gain further resources that can directly impact the player driven economy without prior approval from the FM team. Example: A native tribe directly establishes a trade agreement with the Jameson Mines to be the only purchaser of their raw goods, they then directly act as a merchant and sell them to gunsmiths around the state controlling the market prices in the overall community as a result. 1.04 - PORTRAYAL: Factions are expected to look into the concepts of which they’re wanting to roleplay and get an understanding of how their faction’s concepts conducted themselves in that time era and fall into line with the overall continuity of the roleplay era. Factions that are seen to not be fitting of the timeline or are failing to portray themselves correctly may be subject to their faction being ceased or strikes issued. The Faction Management team will always aim to take corrective action first where necessary, if you’re unsure about your faction concept we advise you to reach out to the Faction Management team for guidance and support. 1.05 - RESTRICTED CONCEPTS: The following concepts are restricted without the approval respective FM team the concept would fall under. Militias, puppet governments and separatist movements Law Enforcement, Military and Government factions Racial hate concepts such as groups alike the Ku Klux Klan Medical field related roleplay 1.06 - FACTION REGISTRATION: Following the creation of a faction you must create a faction thread and the leader must register their faction in the Faction Management discord failure to do this and continued roleplay as a faction can result in administrative punishment if continued after being warned by a member of the administrative team. A discord must be made for your faction for logging purposes and this can be used as a way to communicate with your faction members and show your activity as a group OOC'ly. Faction Management are required to have complete access to view all key areas of the discord. 1.07 - DUAL FACTION PERMISSION: A player seeking to join two official factions must have approval from both faction leaders to do so, once they've been given the approval they need to log the approval on the #dual-faction-permissions channel in the Faction Management discord with the following format. DISCORD LOG FORMAT: Spoiler Your characters names: Names of the two official factions: What leaders approved your permission: 1.08 - DUAL FACTION LEADERSHIP: For the continued growth and success of a faction a fully fledged and committed leader and leadership team is required to be at the helm. To ensure faction sustainability and productivity is kept we therefore restrict people from holding two senior leadership positions within factions. By doing this it also ensures that everyone has a fair chance to advance in factions and develop their characters. The Faction Management team can override this restriction with a group vote or with the approval of the Head of the Faction Management team. Note that it will be a rare occurrence in which a player is granted such privileges and to request to have their case heard should reach out to the head of which category these factions full under or both. This is especially true when both of the roles are a conflict of interest with one another for example two gangs, two government agencies. Sheriff's and Tribal Chiefs being community leaders are not permitted to have two leadership characters, a Sheriff should prioritize their faction and community as it effects the greater community of the server and can impact a region directly should they not fully commit to their roles. EXAMPLES: A player that holds a role in which they are deemed as a manager of people, this can be a leader of a criminal organisation, a supervisor in a law enforcement faction, a senior government/court official holding an office in which there is only one of the specific roles available. 1.09 - DUAL FACTION CHARACTER PERMISSION: As covered in the server rules under 3.3 players were unable to have characters who had any form of relation to the others. The Faction Management team understands that in some cases this can set back players and their faction concepts and so we've created a dual faction character permission in which individuals can apply for and have two characters within the same faction. Players must apply for such permissions via their factions handler and and also log the request on the Faction Management discord using the forms below. SERVER RULE REFERENCE: 3.3 All of the characters you create must have NO relation to your others, nor must they interact with each other in any way whatsoever. You must NOT reference any of your other characters. APPLICATION FORM TO SEND TO HANDLER: Spoiler Your Faction: Your current characters name: Your new additional characters name: What position or role will your new character have: Why do you wish to have a second character in the same faction: Note: Should you be applying in relation to an unofficial faction you will need to send your application to the head of the section that your faction pertains to e.g. legal - Head of LFM, Illegal - Head of IFM There are special rules in which are still in place to safeguard potential metagaming and abuse of having two characters within the same organization of which are listed below. You mustn't purposefully use both factions to collude information which would be seen as unrealistic or fitting for their roles or in a way that purposefully is used to put another player at a disadvantage. If you die on one character you can not return to the same situation on your other character, we understand that it may be hard for the other character to not be dragged into the situation long term but in the short term that character should not proceed to the same active situation. You must not transfer assets between these players or set the one characters pays higher as a result or reward the other character in anyway for the work in which they do in the faction. You must avoid at all costs stating the opinions of your other faction in a way that could be perceived as metagaming/mixing. NOTE ANY VIOLATIONS OF THE ABOVE OR ANY REPORTS IN WHICH THE DUAL PERMISSIONS ARE BEING ABUSED THEN THE FACTION MANAGEMENT TEAM HOLDS FULL RIGHTS TO CHARACTER KILL AND REVOKE GRANTED PRIVILEGES. 1.10 - FACTION MEMBERS CONDUCT Faction members no matter what their rank represent the face of their faction, should faction members conduct themselves in unfitting ways regarding outcomes taken against their factions they may bring about faction warnings and strikes against their factions. This also includes mocking of the situations or outcomes over communication platforms such as Discord and the Forums. Faction members are expected to be civil and respect the decisions of the administrative team and should they feel the conclusion is wrong then they should use the appropriate channels to appeal it. Spamming other members of the FM Team regarding your disagreements with action taken will not be well received and may lead to further action being taken if you should not follow through with the appropriate channels of communication. 1.11 - POSSE LIMIT RULES Posse limits are set into the rules to ensure that both sides of the law have a fair chance to develop and enjoy their roleplaying experience within the Red Dead World. All other groups not listed below are allowed to form in groups of SEVEN without approval by server rules, for extensions for legal factions they will be permitted to request to form in a group size equal to that of the group they're aiming to go after. Groups defending their settlement or town when attacked on the spot are not subject to posse limit limitations. 1.11.1 - POSSE LIMITS FOR ILLEGAL ROLEPLAYERS Criminals may form into a posse size of SEVEN without any posse size approval being necessary. Criminals may request to have a posse limit increase of up to TEN which must be approved by an administrator and usually will require an explanation or reasoning as to why the increase is needed. Criminal factions DO NOT need to request a posse limit increase for when they're acting in a non combative purpose for example if they're at their camp or drinking in town. Should they wish to travel and know that they're wanted they should not travel in group sizes above SEVEN and should request a posse limit increase with good reasoning if they wish to take more men. Criminals may defend their camp with more than SEVEN people if they are present prior to the engagement. 1.11.2 - POSSE LIMITS FOR LAW ENFORCEMENT Law Enforcement can form into group posse sizes of EIGHT without any posse size approval being necessary. Law enforcement can request to have a posse limit increase but it will be subject to administrator approval based on the grounds of the ILLEGAL POSSE SIZE, enforcers of the law will be granted an additional PLUS ONE to the illegal posses size that they're pursuing. IF THE SUSPECT IN QUESTION IS A KNOWN TO BE ONE OF THE MOST WANTED INDIVIDUALS BEING CHASED/HUNTED BY THE STATE THEN LAW ENFORCEMENT OFFICERS WILL BE ALLOWED TO TAKE PLUS TWO THE ILLEGAL POSSE SIZE SUBJECT TO ADMIN APPROVAL. 1.11.3 - POSSE LIMITS FOR NATIVE TRIBES & MILITARY Military and Native Tribes are allowed to form in posse sizes of TEN without administrative approval for combative/illicit/duty related purposes. Natives don't have a limit when they're on their reserve or assigned territory. The military don't have a limit when riding around the state for peaceful purposes with no intention of turning into a combative element for example entering a town for provisions. Military units shall only assist law enforcement in chasing criminals in EXTREME circumstances such as the following A local law enforcement office is severely understaffed and no other Sheriff Office is able to support them and the situation requires immediate support for example a Deputy or more than one civilian being killed and the criminals are still at large and pose a threat to public safety. Crimes involving other things like monetary gains or extortion are not grounds to call for military intervention. Edited April 29 by Wang Link to comment Share on other sites More sharing options...
Wang Posted March 25 Author Share Posted March 25 (edited) II - FACTION RULES OF ENGAGEMENT INTRODUCTION: Owing to the unique nature of the way of life of the American West and the general unfamiliarity with players regarding its sentiments and, more importantly, its excessive access to firearms it's necessary to commit to establishing some basic rules to avoid unnecessary and unrealistic violence. The world of 1870's America was a very different one to today, humans were fundamentally the same but culturally, socially, and linguistically they might as well be living in another world when compared to today's society by and large. This is especially the case when we delve into the traditional American West which is often subject to a great deal of stereotyping that we intend to avoid to establish a far more immersive historical experience that doesn't detract from the general player experience. This document intends to serve as a helpful guideline for players and act as a rubric to follow for admins engaged in resolving player disputes on an OOC level. These sections are not necessarily a 'checklist' of what HAS to occur as each IC situation can unfold differently but it's an expected level of conduct when playing on the server. 2.01 - GUIDELINES FOR ENGAGMENET 2.01.01 - CONFRONTATION The server defines confrontation as any action wherein two or more players or groups engage directly with one another with actions that intend to provoke, should be reasonably expected to provoke, or otherwise disparage the opposing side and infringe upon their reputation. This state is achieved primarily in a verbal capacity; one side directly insults the other and vice versa, it has not escalated beyond that but serves to establish tension between the individuals or groups involved in the situation. This behavior is acceptable, however, it's predicated on whether or not the situation was achieved ORGANICALLY. This means it will be regarded as a breach of server rules for individuals to go about and provoke conflicts without a reasonable explanation as to their character's behavior and without organically constructed tension. 2.01.02 - ESCALATION This is when basic conversational methods have run their course and lines start to get stepped on and boundaries crossed. Escalation is when another party's interests are directly threatened, sometimes literally and harassment becomes the primary method that one or each party is engaging in to protect their reputation and dissuade the other party. The tools of this are extremely varied and can manifest themselves in many ways from verbal threats, pushing and shoving, vandalism, theft, stalking, brandishing weapons, and anything that seeks to coerce or manipulate a person's behaviour or to directly promote and/or defend the interests of one person or group over the other through harsher means. 2.01.03 - VIOLENCE Tensions are at their peak. Both sides aren't giving in and are resolved to remove their obstacles with the maximum level of force required to do so - Violence. This is one of the many potential in-character outcomes that can result from the wide varieties of negative interactions and beyond as highlighted earlier. This is also fittingly the simplest to discuss. This is when an individual or group of individuals, with both the means and the plausible intent to do so, seek to neutralise their opposition. This is achieved through direct attacks such as beating, bludgeoning, stabbing, shooting, kidnapping, torture, and otherwise outright murder. These things did occur in the west however even in the roughest parts of the western territories it was not a daily occurrence and it was often regarded with surprise and attention when it did happen. We understand that violence, especially amongst criminal entities, is expected to happen on the server. However, it should not be the resolution or end goal of every single negative interaction that happens. In conjunction with general enforcement of death matching rules, factions will be expected to conduct themselves with a reasonable level of conflict resolution to prevent an unacceptable escalation in killings on the server. 2.02 FACTION CONFLICT & WARFARE 2.02.01 - DEFINITION A faction conflict is defined by the server as a significant level of escalation between two opposing factions, this is often achieved through a deliberately targeted attack on a factions membership and/or its property or incomes. The causes can vary greatly and there’s no definitive process in which factions can come to blows however it’s expected, following the lessons above, that all conflict will develop purely as a result of natural in-character interaction. Faction Management will grant leeway to individual factions or groups intending to regulate conflicts through restricted means(such as engaging in brawls only) so long as the escalation falls within the bounds of a realistic portrayal of the organisations or groups in question. Faction Warfare, however, is the highest extent of escalation between opposing factions and is a process that will be regulated directly by the respective Faction Management team associated with the factions involved. Resulting of faction conflict, a state of war is achieved when peace is proven impossible, whether through constant fighting or clear intention, and the only remaining way to resolve the dispute is either through one side backing down or the complete obliteration of their opposition. To this effect, when a state of faction war is put into effect any further casualties in the conflict will take the form of Character Kills. This process will not be arbitrary and warnings will be given ahead of time to ensure faction leaders are kept apprised of the situation. 2.02.02 - SETUP If the potential for a Faction War is proclaimed both factions will immediately cease further interactions and will be pending an IFM inquiry and final resolution. Once the go-ahead is given, both sides of the war will list their active members, this list will be sealed on day one of the conflict and CAN NOT be altered in any way for the duration meaning that no further members will be permitted to take part. Faction members are required to play on their highest-ranking characters and will not be permitted the use of an alt for the duration of the conflict. Allied factions with an adequate reason to enter the conflict will be reviewed and approved by IFM on a case-by-case basis to ensure their motivations are plausible. Characters who are not directly associated with any involved faction but have personal interests in the conflict whether through business association, opportunism, paid services, or other direct interests are permitted to join as mercenaries however this amount is limited to 5 (Increases to 10 can be granted by FM where Government parties and interests are involved in the conflicts). 2.02.03 - LOGGING Understandably, maintaining logs amid heated competition for supremacy between factions can be hectic, so IFM has instituted a system of logging and oversight. During a state of war members of IFM determined to be impartial will be permitted to enter the discord servers of the involved factions, these overseers are expected to receive administrative access for the duration of the conflict and will serve to ensure transparency in the conflict between Faction Management and the relevant faction. Furthermore, purely for the conflict itself, the involved factions are required to utilise the following logging format in their discords to catalogue evidence of character deaths as well as potential rule breaks: ATTACK LOG FORMAT Spoiler Attack Log Format: Date of attack: Time of attack (servertime): Faction attacked: Members of said faction killed: Participants of our faction attacking: Members of our faction killed: Outcome of attack: Win/Loss Screenshots/video: DEFENSIVE LOG FORMAT Spoiler Defensive Log Format: Date of attack: Time of defense(servertime): Faction attacked: Members of said faction killed: Participants of our faction playing defense: Members of our faction killed: Outcome of defence: Win/Loss Screenshots/video 2.02.04 - GUIDELINES Attacks under any context must be done realistically with a plausible level of motive to do so. Attacking parties are limited to EIGHT members to prevent culling (This can be requested to be increased to TEN subject to approval from a member of the FM team and will be decided on a case by case basis). An attack is considered any offensive action wherein parties in the opposing faction are put at risk of death. Melee fights are not considered an attack unless lethal force is used, for example, someone stomping on a man's head or making use of weapons that could feasibly incur lethal wounds. Situations that can plausibly result in the death of someone are also counted as attacks, such as kidnapping. From the moment a war begins attacks against the opposing side are permitted as long as server rules are observed in every instance. IFM will get involved in any circumstance where rule breaks are observed and this can lead to punishments, faction strikes, and even the voiding of certain situations. There is no set time limit to a faction war, it will continue until either one side backs down and therefore ‘deescalates’ the situation or until a faction is either completely wiped out or deemed to be feasibly non-functional, often through leadership being rendered entirely defunct. A faction that is wiped out in this manner will have its thread closed and will essentially be considered disbanded. Deescalation can occur at any time for any reason before or during a war, representing the natural human instinct to live and not bear unnecessary risks. This process can occur in any way deemed acceptable to the relevant factions, whether through concessions or even an outlaw gang packing up and moving to another area. Upon the resolution of war through either outcome, the status of CK’s for kills will be reversed immediately and no further attacks will be considered legitimate for resolving the conflict. Deaths by law enforcement during either offensive or defensive actions will factor into the war as character kills, increasing the need for proper reconnaissance. 2.02.05 - CK WARS VS PK WARS Once a conflict between two factions rises to a level where a war may be necessary the opposing factions and FM will gather to discuss how risky the war will be. Both sides will be given a chance to present the reasoning for going to war and the risks they want to add to it. During a Character Kill War if your character is killed by the opposing faction then the character will permanently be killed. If it is deemed to be a Player Kill War then when you die to the opposing faction you will be on cool down from participating in the next attack for 48 HOURS. 2.02.06 - RAIDING SETTLEMENTS To raid a settlement you must make a request on the FM discord and have it approved by your faction handler, you will then have to make a report when in the game as an admin must present during the raid. A settlement is classified as a town, plantation, farm, ranch, native villages, and forts. Edited March 28 by Wang Link to comment Share on other sites More sharing options...
Wang Posted March 27 Author Share Posted March 27 (edited) III - LFM SPECIFIC RULES INTRODUCTION: The specific rules that are listed within this faction pertain to Legal Factions within the Red Dead World community, all legal factions are expected to look over, understand and follow these rules. The rules set out in this section are done so to ensure that fairness is kept across the board within the community and a universal standard set. 3.01 - FACTION FUNDING Factions that receive financial aid from the LFM team are required to strictly use the financial support that they receive for the specific request upon which it was granted under. This does not apply to Government organisations which can use some of their allocated budget for resources but may be questioned if they overspend their financial funding. Any form of withdrawals from the factions ledger that aren't used for faction related purposes will have severe consequences. Failure to use the funds granted by the LFM team for the reasons specified or if they money is given to non faction members administrative disciplinary action and faction strikes will occur. 3.02 - FACTION WAGES Factions in which receive financial funding for employee salaries are restricted from altering their hourly payouts. Should you believe that the pay should be increased you can reach out to your FM Handler as to which they may reach out to the LFM team and grant approval of an increase but they will also be the party to make the alterations in the game. Alterations to the faction wages without approval from the LFM team will result in a faction strike, anywhere in which someone is seen to be bug abusing the wages to drain the faction bank will result in a ban. 3.03 - ISSUED FACTION ASSETS Faction assets that are issued by the Faction Management team are not authorised to be sold without authorisation from your FM handler. These assets were given to the faction in order to promote your roleplay developments and faction longevity. Factions which are structured as businesses can sell their ownership stakes but this must also be reviewed by the Faction Management handler as the Property Management team will have to get involved. Government Factions must log any equipment that they issue their employees with, should they fail to return the items then the Faction Management team can potentially support the faction with the retrieval of these items. Any selling of faction issued assets without the approval of the FM team will be subject to potential administrative action and faction strikes issued against the faction. 3.04 - FACTION WEAPONRY Faction Management issued weaponry is specifically given for faction related purposes, government factions must have this logged on their faction discord so that any weaponry taken that is not returned can be recovered. FM issued weaponry must not be sold or given to players which are not apart of that specific faction. These weapons can however be stolen/taken by other players but the faction must not receive any financial profit in the process from this action. Any selling of faction issued assets without the approval of the FM team will be subject to potential administrative action and faction strikes issued against the faction. 3.05 - PLANTATION & FARM SPECIFIC 3.05.01 - USEAGE OF LAND All farming land should be used by the specific faction in which it's assigned to, you must not lease the land out to any third parties as this is seen as unrealistic and unfitting use of the faction property. The property must be primarily used for agricultural purposes, if the Faction Management team deem that the faction is being used for simply society based roleplay without any background roleplay in terms of day to day operations then the faction may be subject to strikes or may be shut down. 3.05.02 - FARMING COLLUSION Large farms and plantations must not collude in a shared venture with one another without the approval from the Faction Management team. The only instances where the Faction Management team will authorize such collusion is where a larger plantation or form has entered a deal with a smaller venture in which they are set to gain more financially from the venture, this however can not be a result of the above rule 3.05.01 in which they lease out or allow the other farm or plantation to operate on their land. 3.06 - GOVERNMENT & JUDICIARY SPECIFIC The Government are strictly forbidden for enacting any laws or temporary measures which directly impedes another faction or the general server populous without the approval from their FM Handler. This includes additions or alterations to the criminal law of the server. The FM Team doesn't wish to deter the government for making additions or alterations but due to its immense power and how these changes can directly effect the entire community it needs to be fine lined prior to them being approved. The government should not seek to persecute or hinder law enforcement factions roleplays without warrantable cause, any investigations against senior officials in these factions needs to be brought to the attention of the Head of LFM or FM immediately, failure to report such things may result in the situation being voided as your actions could damage the stability of the overall community and larger roleplaying groups. 3.07 - LAW ENFORCEMENT SPECIFIC 3.07.01 - CORRUPTION & PROVOKING CONFLICT Lawmen are expected to realistically portray their characters, whilst lawmen were known to often be corrupt in this time era the extents of their corruption had a fine line as to how corrupt they could be without drawing unnecessary attention upon themselves. Famously historical references such as O.K Corral show that lawmen could walk a fine line but would be questioned for their actions. This however is a game and we want to ensure that all players have fun when roleplaying in the community and so consistent force provoked attacks will be frowned upon and may be subject to administrative warning or punishment regarding character portrayal this can also lead to a faction strike. Corruption can have negative effects on another players character for instance if they retaliate to a corrupt lawmen beating them then they could be subject to facing charges and if the situation extends further even potential character kill applications due to them breaking the law and so we advise people to think about the region in which they roleplay in, along with the levels and frequency of the corruption which they take when wearing a badge. It is strictly against the rules for members of the United States Marshal Service to do anything past petty levels of corruption, they're expected to be the highest enforcers of the federal law, people which are seen to violate this will be subject to FM faction removal and potential administrative punishment. Should faction leaders within any law enforcement faction turn a blind eye to frequent unrealistic levels of corruption then the faction will be subject to potential faction strikes. Specialized corruption requests in which a string of corruption is to occur must be requested by the FM handler of that law enforcement faction and it the potential of this sort of request being accepted is HIGHLY unlikely unless there is a lengthy build up and in character reason behind it. Where lawmen are seen to be consistently provoking a particular faction or individual within the community and bring harm or ill intentions upon them they can be subject to a CK application providing their actions would warrant the other party realistically wishing to kill them. 3.07.02 - JURSIDICTIONAL GROUNDS Jurisdictional grounds are an important part of roleplay immersion, it's unrealistic that Deputies from County Sheriff's Offices would frequently venture out of their county but we understand that this is a game and that players are already limited with such small jurisdictions in Sheriff's Offices and therefore we have implemented this rule to safeguard and protect the longevity of factions roleplaying abilities along with enforcing a standard of professionalism. As mentioned above Deputies should be aiming to stay within their specific county lines when there are active players on within their region, the only exemption is when they have a personal matter to attend to, a duty or task issued to them by their superiors which relate to crossing over their county lines. If Deputies are seen to be consistently spending most of their time out of their jurisdictions FM may look to advise the Sheriff OOC'ly of the individuals poor portrayal and should they not act on such information and the individual proceeds to further not roleplay their character fittingly then FM have the right to remove the individual from the faction and temporarily ban them from joining further law enforcement factions. Deputies which act as the law primarily in other jurisdictions without warranted cause and aim to enforce it will subject their faction being scrutinized and potentially receiving a faction strike. Alike that of Sheriff's Offices the same goes for the Federal arm of the law the U.S Marshals Service, members within this faction are expected to fittingly roleplay their characters accordingly and not interfere with non federal related matters as much as possible. The Faction Management Team understands that as lawmen this may not always be possible in the absence of local lawmen and we don't expect the U.S Marshals Service to not act on the law but they should always aim to hand over the situation to the local Sheriff's Office where possible to do so. USMS Marshals and Deputy Marshals frequently would travel alone or in pairs and not in large groups but we understand that this isn't fair to isolate the faction members from one another but we aim to see that groups aren't formed as a standard process. The USMS was spread far and thin and frequently were on the move from town to town and so we expect faction members to portray their characters in a similar fashion and not set up shop in one particular town where they may be seen to be stepping on local law enforcements toes. All law enforcement factions should seek to respect one another and their jurisdictions, where factions are perceived to be OOC'ly causing tension between one another the Faction Management Team will take necessary action where need be which may result in the removal of individuals from factions. The same goes for in character development anything which is forcibly premeditated that would hinder continuity and the overall community may result in administrative action being taken by the FM Team. Edited April 29 by Wang Link to comment Share on other sites More sharing options...
Wang Posted March 27 Author Share Posted March 27 (edited) IV - IFM SPECIFIC RULES 4.01 - FACTION AND CHARACTER PORTRAYAL All characters and faction concepts must be roleplayed in a realistic fashion, whilst in this era there was more of an element of lawlessness than the modern day times there was still law and order present and the law would catch up to criminals of which failed to fall under its radar from time to time. We understand that this however is a game and so we want the criminal community on Red Dead World to have fun but we want to also see people immerse themselves and develop their characters accordingly. Any concept that is seen as unrealistic or any poor character development or lack of fear can be lead to faction warnings, strikes or character kill applications being approved. The Faction Management Team wants to see criminal roleplay thrive and factions develop their characters and we provide you with the ability to do so through our various schemes and heists and we will happily work with Official Factions to apply for faction front properties in which they can use to provide a legal front to their illegal roleplay activities and we encourage this as it's great character development and a sign of roleplaying fear. We understand that some characters formed are solely made to be bandits that don't think much and just act but in these cases the player shouldn't be alarmed should they be forced to character kill. EXAMPLE OF POTENTIAL CHARACTER KILL APPROVAL SCENARIOS INCLUDE: A character has committed a string chain of high profile crimes or murders within a short space of time with no lack of care for going under the radar to avoid being caught. A character that has no front to their criminal roleplay and only conducts themselves primarily when it's performing criminal actions. Characters which solely or purposefully go and cause confrontation with or kill lawmen, this is highly unrealistic and terrible character development. 4.02 - FACTION RELATED CHARACTERS KILLS It should be common knowledge that most criminal characters will have an ending to their stories as they frequently in this time frame met their demise or retired from their illicit activities. Where a faction leader is character killed and the faction is an official concept the Faction Management Team will allow the individual to rejoin the faction on a new character but it can't instantly return as the leader of the same faction which was named after their old character who was recently killed as this would just enable the concept to continue, your new character should not aim to identically mirror the old one where possible. If this isn't the case then the faction leader can consult with their FM handler to see if it's viable to bring their character back in as a leader of their faction with a viable background story. If the Official Faction decides that they'd like to rename and rebrand the faction concept following the death of a leader then the FM Team will evaluate the request and will work to rehabilitate the groups roleplay where it's deemed viable to do so, the only things stopping such action being taken would be poor faction records or the concepts being to similar. If it's a member within the faction upon which follows the leader that is CK'd they can rejoin the faction under a new character that must not roleplay along the same character background story or mirror their old character. Unofficial factions that lose their leader to being CK'd in which the group is branded around their name will be subject to closure, if the group isn't it can move to elect a new leader. 4.03 - ABUSING, FALSIFYING OR LYING IN RELATION TO IFM SYSTEMS All Official criminal factions are entitled to take part in the scheme and heists that are built to promote their roleplay development, some of which you are given approval to act without the supervision of the faction administration teams oversight, should you however fail to roleplay or falsify claim that you've achieved something you've not along with abuse the systems to find loopholes which would not be seen as realistic will result is you facing LENGTHY TO PERMANENT BANNABLE OFFENCES. These tools we have developed are put in place to help you and others have fun and you should think about the actions you take as it could lead to us removing such systems therefore stopping others from enjoying the game. Any factions seen to be doing the above will be closed and have their official status stripped without consultation. 4.04 - NATIVE TRIBE SPECIFIC RULES 4.04.01 - NATIVE TRIBES AND THEIR WESTERN FOES Tribal parties should not be riding into towns outside of New Austin without administrator approval, they must also be considerate of realism, whilst they may have more physical players in reality the towns and settlements they're close to would have a far greater populous most of the time and more fighting bodies to outnumber them and so fear should be roleplayed accordingly unless the specific event falls under the ROE and is permitted to be conducted following a sufficient backstory. It will be a rarity however that tribes should enter conflicts with large western towns or lawmen and expect to not face their demise and so these instances will rarely be approved unless the other party is the instigator in the situation. 4.04.02 - RELATIONS WITH WESTERNERS Whilst there are many native tribes which become custom to trading partly with westerners most tribes and westerners still didn't see eye to eye, specific tribes should do their background research surrounding their faction concepts and try to avoid becoming 'best friends' with the western populous who technically have taken their ancestral homeland. Any unrealistic relationships which are seen as unfitting of your specific tribe may result in the FM Team issuing warnings or strikes against a faction. Edited April 29 by Wang Link to comment Share on other sites More sharing options...
Wang Posted March 28 Author Share Posted March 28 (edited) CHANGE LOGS 04/28/2023 CHANGES TO POSSE LIMITS: RULES REMOVED - 4.03 - ILLEGAL POSSE LIMITS 3.07.02 - STANDARD POSSE LIMITS FOR LAWMEN 3.07.01 - POSSE LIMITS FOR CHASING CK SPECIFIC APPLICATIONS 3.08.01 - POSSE LIMITS FOR THE MILITARY 4.04.01 - NATIVE TRIBE POSSE SIZE AND GUIDELINES IMPLEMENTED THE FOLLOWING RULES 1.11 - POSSE LIMIT RULES 1.11.1 - POSSE LIMITS FOR ILLEGAL ROLEPLAYERS 1.11.2 - POSSE LIMITS FOR LAW ENFORCEMENT 1.11.3 - POSSE LIMITS FOR NATIVE TRIBES & MILITARY Edited April 29 by Wang Link to comment Share on other sites More sharing options...
Recommended Posts