Rules

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Revision as of 23:10, 27 February 2016 by imported>Hornygranny (test of removing silicon policy per https://tgstation13.org/phpBB/viewtopic.php?f=2&t=6052)
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Note: This page is moderated and can be referenced in OOC issues, such as ban appeals, complaints, reports, etc. This may not apply to the pages this page links to.

Main Rules- read these if nothing else.

  1. Enforcement of these rules is at the discretion of admins.
  2. Admins are fully accountable for any consequences should they invoke this rule. Admins are also allowed to intervene in rounds when it is in the best interest of the playerbase.
  3. Don't be a dick.
  4. We're all here to have a good time, supposedly. Going out of your way to seriously negatively impact or end the round for someone with little IC justification is against the rules. Legitimate conflicts where people get upset do happen however, these conflicts should escalate properly and retribution must be proportionate."
  5. Do not use information gained outside of in character means.
  6. I.e.. metagaming. This especially refers to communication between players outside of the game via things like Skype, known as metacomms. Characters are otherwise allowed to know everything about ingame mechanics or antagonists, as well as keep persistent friendships or relationships with other characters when not for the purpose of unfair advantage by teaming up together for little IC reason.
  7. Do not say in character (IC) things in the out of character (OOC) chat channel.
  8. Do not say OOC things in IC either. There is an exception for OOC in IC where terms like 'clickdrag X to Y, or look for the tab' is used to help a player.
  9. Lone antagonists can do whatever they want.
  10. Short of metagaming/comms, bug/exploit abuse, erotic/creepy stuff, OOC in IC or IC in OOC, and spawn-camping arrivals. Team antagonists can do whatever they want as per lone antagonists, as long as it doesn’t harm their team. Non-antagonists can do whatever they want to antagonists as per lone antagonists, but non-antagonists are not allowed to pre-emptively search for, hinder or otherwise seek conflict with antagonists without reasonable prior cause. Non-antags acting like an antag can be treated as an antag.
  11. Players in a head of staff, AI role or team antag role require a minimum amount of effort, generally considered to be not logging out at or near roundstart.
  12. Notify admins if you cannot play these roles and must leave near round start, and make an attempt to inform other players IC as well for head of staff or AI roles. Abuse of a job position, particularly Rule 1 breaking abuse, is not allowed.
  13. In-game administration rulings are final.
  14. Incidences of admin abuse, negligence or disputed rulings can be taken to the forums or the #coderbus IRC channel on the Rizon network. If an admin says something was 'looked into, handled, resolved' etc, regarding an issue, it is unlikely an admin will provide any further information. Admins are under no obligation to reveal IC information. Deliberately lying or misrepresenting facts in adminhelps will be dealt with harshly.
  15. If you regularly come close to breaking the rules without actually breaking them, it will be treated as the rules being broken.
  16. Repeated instances of the same rules being broken may be met with harsher consequences. Baiting people into escalations or situations where you can report them to admins will be dealt with harshly.
  17. Non-consensual erotic/creepy stuff is not allowed.
  18. Erotic roleplay is allowed but do not expect to be uninterrupted, admins can and will intervene with potentially lethal methods.
  19. Players need to be above the age of 18.
  20. This is due to the adult game content and the local laws of where our server is based.
  21. Losing is part of the game.
  22. Your character will frequently die, sometimes without even a possibility of avoiding it. Events will often be out of your control. No matter how good or prepared you are, sometimes you just lose.

    Security Policy/Precedents

    1. Rule 1 of the main rules apply to security. The only exception is that security is generally considered to be armed with non-lethal methods to control a situation. Therefore, where reasonably possible, security is expected to use non-lethal methods first in a conflict before escalating to lethal methods.
    2. Rule 4 of the main rules also apply to security. Security are not exceptions to the rule where non-antagonists can do anything they want, as per rule 4, to antagonists.
    3. The 'act like an antag, get treated like one' part of Rule 4 of the main rules also apply to security. Stunning an officer repeatedly, using lethal or restricted weapons on them, disrupting the arrests or sentences of dangerous criminals, or damaging the brig, are examples of behaviour that may make you valid for security under Rule 4. Make sure players deserve it when you treat them as an antag, when in doubt, err on the side of caution as poor behaviour on the part of security will not be tolerated.
    4. For arrested players, timed sentences up to a total of 10 minutes, buckle-cuffing, and stripping, are considered IC issues and are not actionable by admins. Brig sentences totaling more than 10 minutes can be adminhelped, as can be gulag or perma sentences or a pattern of illegitimate punishment. However, security should refrain from confiscating items not related to any crimes, especially important department-specific items like hard suits. Obvious exceptions to this are things like radio headsets, if players use it to harass security over the radio while being arrested.
    5. Don’t kill asimov borgs for trying to stop harm, unless they are being excessively disruptive, for example, locking down all of security despite only one security staff member causing harm.
    6. While it is up to the discretion of the security player, lethal force may be used on a mob of players trying to force entry into the brig. Additionally, lethal force may be used immediately on anyone trying to enter the armoury, is in the armoury, or is leaving it


    Precedents/exceptions- Examples and exceptions to the main rules.

    Read for detailed clarification on each main rule. Players are subject to precedents but depending on how much of a dick they were, they can be either advised of the precedent to being banned for it.

    Rule 0 Precedents.

    - Rule 0 should only be invoked by admins when it is in the best interests of the server.

    - Admins have intervened before and will do so again in situations where a player regardless of antag status has repeatedly delayed round-end by recalling the shuttle when most other players are dead or want to leave.

    - Admins may mirror bans from other servers at their discretion.

    - Admins may ban accounts linked to the use of proxies, CID randomizers, DLL use, or other similar things, at their discretion.

    - Admins may ask players in possession of multiple alt accounts to choose one to play on and ban the other accounts.

    Rule 1 Precedents.

    - Random murders are not acceptable nor is the killing of other players for poor or little reasoning such as ‘My character is insane’. Each unjustified kill is normally met with one 24 ban.

    - Acceptable escalation is defined as not using an excessive amount of force to control a situation. Proportionate retribution is defined as a relatively equal amount of force applied to someone in revenge for an earlier attack. Multiple factors are considered here, including but not limited to methods of force available to the involved players, who instigated the conflict and why, the state/general situation of the station, how the players involved end up. Excessive escalation or retribution, depending on the situation, may result in admin intervention, to warnings, to bans.

    - Spamming any channel is not allowed, this goes for radio spam, AI vox announcement spam, paper at camera spam and other forms of spam. Non-antagonists doing so may not defend themselves and may suffer from IC or OOC consequences. Antagonists can to a certain extent, moreso with reading things like WGW over the radio, but may be told by admins to stop if it becomes excessive. Spamming can result from ingame admin intervention ending in you dying, to admin warnings, to bans for excessive or repeated spamming.

    - Rules still apply until the emergency escape shuttle has reached Centcom and the round-end antagonist report has appeared. When the shuttle has reached Centcom, players are free to act as per lone antagonists, detailed in Rule 4. Non-antagonist grief upon the shuttle, from spamming flashbangs for no reason to spraying space lube, can be met with instant 5 (five) minute bans or more.

    - Unprovoked grief (occasionally known as greytiding), repeated cases of minor unprovoked grief, and unprovoked grief targeted towards specific players or groups (i.e. metagrudging) fall under rule 1. Admins may follow up on grief with allowing the affected parties to ignore normal escalation policy or measures such as warnings or bans.

    - Players who attempt to break into the captain's office, head of personnel's office, or the bridge at or near roundstart for no legitimate reason put themselves at risk for being legitimately killed by the captain, heads of staff, or security.

    - You may defend your workplace from trespassers who damage or steal property within that space with significantly greater force than elsewhere. If someone is severely disruptive and returns after ejected, this opens them up to "fun" of the creative workplace death variety.

    - Raiding and griefing on servers other than /tg/ may result in bans.

    Rule 2 Precedents.

    - Metacomms, the use of methods of communication outside of SS13 IC channels, is a very serious rule violation and may be met with permanent bans for all related accounts. If players are sharing the same IP or know each other in real life or the like, inform the admins first, otherwise it may look suspicious. Players are allowed to introduce new players that they know to the game but all communication and explanations should be done in game if possible. Admins can also help in these situations if requested.

    - Similar to how characters are allowed to know everything about ingame mechanics or antagonists under rule 2, characters are allowed to have persistent knowledge/relationships/friendships with the caveat that knowledge of a character being an antagonist from a previous round is not used.

    - Character friendships should not be exploitative in nature or be used to gain an unfair advantage. Having an IC friendship with another player does not, for example, justify giving them all-access each round.

    - Atmos techs are not allowed to edit atmos at roundstart so that the AI cannot use it for malicious purposes. While this might not make sense IC, it's a necessary OOC precedent for some game mechanics to work. Atmos techs are allowed if they have any reasonable suspicion of the AI being rogue.

    - Station crew are currently not allowed to board or search for the syndicate shuttle during nuke op rounds, unless they specifically follow an operative or a pinpointer onto the shuttle. It is better to adminhelp first in this situation, so admins can confirm that you found it legitimately.

    Rule 3 Precedents.

    - Excessively OOC names fall under rule 3. Make a minimum effort to have your name fit in a setting involving a wacky space station in the future. Admins may get involved if your name is dumb.

    Rule 4 Precedents.

    - Non-antagonists are allowed to assist antagonists given sufficient IC reasoning but assisting an antagonist doesn't mean you get to act like one . If in doubt, ask an admin if a particular action is okay. Depending on the level of assistance, sufficient IC reasoning could be simply treating everyone who goes into medbay regardless of them being a murderer or not, all the way to being threatened under pain of death by an antagonist to do something.

    - Atmos techs are not allowed to edit atmos at roundstart so that the AI cannot use it for malicious purposes. While this might not make sense IC, it's a necessary OOC precedent for some game mechanics to work. Atmos techs are allowed if they have any reasonable suspicion of the AI being rogue.

    - The relationship between xeno queen and xeno is treated the same as malf AI and borg, and are considered team antagonists for the purpose of main rule 4. Xenos should prioritize following the directions of their queen where possible.

    Rule 5 Precedents.

    - Minimum levels of effort for heads of staff and silicon roles generally include not logging out/going afk at or near round start as well as not being deliberately incompetent or malicious. Constant logging out/going afk may be given warnings by admins, and may progress to jobbans. Deliberate incompetence or malice will be treated the same way, depending on severity, for example, a chemist constantly abusing the position to make space lube and lube hallways, may be warned and then jobbanned if further abuse happens. - If you are an antagonist, let an admin know if you cannot or do not want to play the role. Admins will transfer the role to someone else. Obviously, if an admin does so for a player, the player must not use knowledge of that antagonist position existing.

    Rule 6 Precedents.

    - Incidents of admin abuse or negligence should be reported along with a date and time, along with details to pinpoint the incident in the logs, to any full admin via IRC or forum PM or posted on the admin complaints subforum located at https://tgstation13.org/phpBB/viewforum.php?f=23 or taken to the #supportbus IRC channel on the Rizon network. Incidents of poorly conducted admin events may also be taken to https://tgstation13.org/phpBB/viewforum.php?f=37 in their respective feedback threads, for less serious complaints.

    - Lying in adminhelps, misrepresenting facts deliberately, or logging off when an admin has asked a question may result in permabans. Admins will not automatically place bans for players logging off however, and will generally wait a while in case real life situations caused a player to disconnect or go afk.

    Human or not? This part covers what counts as human with regards to AI laws. As such, it only applies to AI and cyborg players. If you are unsure about something, please use adminhelp.
    AI / cyborgs Not human
    Monkeys Not human
    NPCs / critters / animals Not human
    Hulks Not human as long as their hulk is active.
    Lizards Not human
    Wraiths & revenants Not human
    Blobs Not human
    Syndicate traitors Human
    Syndicate agents (nuke mode) Human
    Wizards Human
    Gang leaders and members Human
    Changelings Human UNTIL the AI or cyborg WITNESSES the creature commit
    a non-human act (shape-shifting, transforming, proboscis etc).

    The Secret Rules Facts of Life

    For experienced users only. Don't quote these at admins. If you're in a position where you need to defend yourself using this, you've done something wrong. This is about the personal freedom and responsibility an experienced player will have when they have the interests of others first.

    This is a game that allows a lot of potential for great things to happen, and naturally the rules restrict a lot of that to ensure the minority don't ruin every round for everyone else. If you push the limits in the pursuit of something interesting for reasons other than your own personal entertainment, breaking the rules may be excused to allow for that freedom. This will always be at the admin's discretion of course, but if you want a large amount of freedom to make great things happen, you'll have to take on the responsibility for them. You won't be faulted if they go wrong in ways beyond your control, but this is a difficult line to tread so use it well. It's almost always better to consult an admin on this as they are more equipped to taking on that responsibility.

    Everyone has a license to grief to a very limited extent. You can likely get away with borderline antagonistic behaviour (Never random murder, but stealing from the brig and triggering a manhunt, for example) occasionally, but it's when this becomes a frequent occurrence that people get frustrated and admins start to get involved.

    Admins may handwave even severely antagonistic or rulebreaking behaviour if they believe it was ultimately beneficial, hilarious or awesome to the round. (F R E E D R O N E)