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Everything posted by koso
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community Community Newsletter - August 2026
koso replied to Luminin's topic in Server Announcements
grats grats grats -
RFFR 2026 !
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https://open.spotify.com/episode/6TfCRangh1XdTBPKCFEUpa?si=OXjsWjILS6yHc5QsBsGyFw
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It is extremely unconventional, as much as we love to see 1:1 stuff, I propose we remove it for now.
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Hello all Right now, when you apply an animation and then try to adjust it, it’s a mess, imprecise and frustrating to reposition. I suggest we implement something simple that updates in real time, like most servers already do. This would be far better than the current system, where you have to clone your animation and reposition it, which is buggy and unreliable as far as I seen it.
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The Rothchilds of Los Santos, we're doomed! Best of luck
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Add a clean char system where players use /characterdetails to set up and update their character's full profile Then anyone can simply type /examine [char name] to see more.
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Roleplay Project · ILLEGAL FACTION MANAGEMENT TEAM Starter Packages, pre-launch information To get the economy moving from day one, every illegal faction may request a starter package from IFM upon reaching 14 days of existence and a general consistent activity. These packages are designed to give your faction a foot in the door, enough to get roleplay going without waiting for a full Strawman or Distributor application to be processed, as those are expected to be open at a later stage. Starter packages are "concept-dependent". What your faction receives will reflect what it realistically is and does. To give you a better overview: a street gang and an organized crime group will not receive the same package, and IFM will assess each request on that basis. These packages are yours to use as you see fit. There is no "sell obligation" attached to a starter package, keep it or move it or use it internally, completely up to you. Starter packages are a short term measure, they exist only to stimulate early RP and jumpstart the economy while the server finds its feet. It is expected that leadership uses this period to solidify the faction and work toward a proper Strawman, Distributor, or Laboratory application when the time comes. ⓘ InformationSpecific quantities & package contents will be confirmed by IFM when starter package requests open. roleplayproject.net
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Roleplay Project · ILLEGAL FACTION MANAGEMENT TEAM Illegal Factions Resource Access — Strawman, Distributor & Laboratory systems ⓘ InformationThis thread is an overview of the contraband & resource access systems available to illegal factions on Project Roleplay. This is an informational thread, specific quantities, limits and all the necessary application formats and how to apply will be released by IFM when applications open. strawmen system Weapon strawman, narcotics strawman, weapons attachment strawman Strawmen will represent smaller scale contraband operations. This is going to be the entry point into the resource access system and it is going to be available to any faction regardless of their concept. Your faction's background is not going to bar you from applying for any category as long as you meet the requirements. For the time being, we will only have three (3) strawman roles: Weapon Strawman: Access to small caliber firearms. Narcotics Strawman: Access to softer narcotics. Weapons Attachment Strawman: Access to weapon attachments and modifications. distributor system Weapons distributor, narcotics distributor Distributor roles will represent a significant step up in both access and responsibility. These roles are reserved for the factions that have demonstrated sustainable activity levels and other requirements and, have built the kind of network that would realistically support distribution at this level. For the time being, we will only have two (2) distributor roles: Weapons Distributor: Access to a larger range of firearms including but not limited to, higher caliber weapons. Narcotics Distributor: Access to the full spectrum of narcotics, both hard and soft. For obvious reasons, Distributor roles will carry a "sell obligation" rule, factions are expected to keep product moving through the economy. Stockpiling of course, is NOT permitted and will definitely affect future access. LABORATORY system Laboratory system overview Laboratories will be the foundation of narcotic production on Project Roleplay. If your faction wants to manufacture product rather than simply distribute it, a lab is how that is going to happen. Labs are not going to be freely available. Every lab must be approved by IFM and tied to a credible concept and location. Once approved, a lab allows your faction to produce narcotics using ingredients, with output & quality determined by the level of the lab and the investment put into it. Laboratories will serve a secondary purpose beyond the ordinary production, quality and purity testing will also be available. Factions with lab access will be able to test product before it hits the streets. Lab upgrades will be available over time and must be requested through IFM. Each upgrade is going to reflect a development in your faction's operation & will of course, require demonstrated activity and quality RP at the current level before it is approved. ⚠ Please note Strawman roles will not be permanent. They will be tied to your faction's activity & overall development. Consistent and quality RP is what is going to keep a strawman role alive and what it will grow it over time All role combinations are governed by IFM. Not all roles can be held at the same time. Details on what combinations are permitted will be outlined when applications open IFM retains full oversight of all lab operations, approved locations, production permissions, quality control and also upgrade approvals The systems that you see outlined in this thread represent how Management & IFM currently "envision" contraband & resource access on RPP. Nothing here is set in stone, as the server grows and the community develops, these systems are going to evolve with it. Any changes, updates, or additions will be communicated to the community in advance in full. roleplayproject.net
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The formal process you're already describing is not too different from what "admin approval" already is in practice, it'll pretty much serve as a filter, a record and a check. The difference is we want that filter sitting with people who actually have full visibility across the server rather than within a single faction's chain of command as it keeps things cleaner and harder to exploit. If anything, I'd personally welcome the idea of building out what a strong corruption request looks like in more detail, i.e, motive - char background - storyline, etc. That's worth formalizing and I'll bring this forth to Enzo & management.
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WIP & SUBJECT TO CHANGE
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Roleplay Project · ILLEGAL FACTION MANAGEMENT TEAM RULES OF ENGAGEMENT — RoE (WIP) Generally, RPP’s prerogative towards the management of factions and the wider illegal community is founded on realism, when sensibly plausible, backed by realistic and sensible IC results. If you step outside the boundaries of what’s widely recognized as realistic, expect more severe IC consequences. If this is done in a manner that’s largely derogatory to the wider ongoing narrative without IFM’s approval, you may also be subject to OOC consequences. 1. Rules of Engagement A faction may only engage in lethal interactions when there’s a generalized standard of lethal risk established, following organic and natural developments. A faction may request permission to develop lethal or potentially lethal interactions when the ideology behind future and historical interactions centers on growth, whether that refers to wealth or power. It doesn't have to be strictly about retaliation or protection, but when it isn’t and there’s a clear prerogative to get something out of nothing, it doesn't have to be requested; however, that may prove prudent in the individual scenario. Whilst there’s a multitude of attack types, for instance, verbal, social, shootings, brawls, stabbings, arsons, kidnappings, or torture. They are not irregularly perceived as the same scale of attack, and if any party involved feels that requesting IFM's opinion on interactions and developments on a case-by-case basis is prudent, IFM will and may make corrections where necessary to uphold the wider narrative. 2 Faction Conflicts 2.1 — A faction conflict officially begins when any one faction or individual in a faction curates hostile action towards another faction, or individual within a faction. All interactions should always be logged promptly within the respective channels of each faction's Discord. Players and Faction Leaders are expected to communicate effectively for logging purposes, with the responsibility for this resting with each respective Faction Leader involved. A “war” does not require lethal interactions to begin; conflicts that resemble long-term “feuds” are applicable. 2.2 — IFM must be notified of any conflicts that have reached a standard of war. Upon reaching this standard, the respective Faction Leaders will be brought into further communication with each other and IFM to set terms and discuss previous history. IFM wills to understand your conflict just as well as you do. ⓘ Info"Standard of war" is reached when a conflict goes lethal. In simple terms, that is when Faction A carries out an attack against Faction B, and faction B responds in kind (retaliates). At this point, both faction leaders are expected to notify IFM without delay if they wish. If IFM observes a sustained & escalating back and forth between two factions, it reserves the right to directly step in and bring both leaders to the table. Early communication from either side will always be welcome and it won't be held against you. 2.3 — The generalized war terms of Faction Conflicts are as follows, locked terms are scripted in red, terms that faction leaders can mutually change are scripted in blue; 2.3.1 — Participating characters must hold a minimum activity rating of 0.8 — which equals to approximately forty (40) hours of logged playtime, before taking part in any IFM-approved faction war. This threshold may flex slightly at IFM's discretion, depending on circumstances. Substantially low activity will never be accepted as a basis for war participation, regardless of reasoning. IFM recognizes that activity requirements will be harder to meet whilst RPP is relatively young. If faction members have alternate characters, their main one should be used for the duration of the war. 2.3.2 — At least one faction involved in the IFM-approved faction war must be at least fourteen (14) days old; if any faction is under that age, they can only defend until the opportunity to retaliate surfaces. Similarly with faction age, all characters involved in the IFM-approved faction war must be at least fourteen (14) days old, as well as being a part of the respective faction script that character is representing for fourteen (14) days as well. If any character falls under the fourteen (14) day restriction, they can not participate in attacks, regardless of retaliating or not, and if the faction itself is under the age restrictions, then it can only use the original roster that the faction requested faction approval with. Wars can wage on for longer periods of time. If characters age past their age constraints during the war, the active war roster must be updated privately to IFM. 2.3.3 — Following an attack, factions will have a cool-down before they can attack again, as well as the individual characters concluding the attack themselves having their own cooldown. IFM recognizes that a multitude of orchestrated attacks could realistically occur within tight time frames. For instance, a shootout, following the frenzy of that aftermath, a known laboratory of the opposing faction is broken into and set alight. All such orchestrated attacks must be approved by IFM prior to execution. Shootouts will result in an eight (8) hour faction cool-down, as well as a twenty (20) hour cool-down to each respective character that concluded the attack. Arsons will result in a three (3) hour faction cool-down, as well as a five (5) hour cool-down to each respective character that concluded the attack. Anything more creative, such as car bombings or ram raids, must be reviewed on a case-by-case basis by IFM, and from there, cool-downs will be set. If a faction wills to attack across multiple different types within the grounds of a scheduled attack, a multiplier will be added to the total faction’s cool-down depending on how many total attacks were done in the singular attack. The same can be said for characters that concluded multiple attacks within the same scheduled attack. Two (2) attacks result in a twenty-five percent (25%) multiplier to the faction and any characters concluding two (2) orchestrated attacks. Three (3) or more attacks result in a fifty percent (50%) multiplier to the faction and any characters concluding multiple orchestrated attacks in the same scheduled attack. PK’ed characters are removed from their respective factions' conflict roster. If characters are PK’ed by police following a conflict, they’re too PK’ed from the conflict. They may not attack or be a part of the execution of an attack. PK’ed characters may only defend themselves, not under the grounds of a faction-wide defense. In essence, you can not spend large quantities of time at your turf anticipating an attack from rivals, once PK’ed. PK’s may only be voided by administrators. 2.3.4 — Faction Wars and Faction Conflicts end when over fifty percent (50%) of a faction's war roster is player-killed out of the conflict, or when the acting leadership of either faction is player-killed out of the conflict, a faction forfeits, both faction leaders agree to conclude war, or when forty-eight (48) hours pass without an attack from either side. 2.3.5 — Allied factions' attacks count as their own individual attack; the listed factions do not share each other's cooldowns. Umbrella factions do share the same cooldowns and losses; however, they should be orchestrated by the Umbrella factions' designated leadership. Should individual and non-orchestrated attacks ensue, heightened IC consequences follow if necessary. In the case of Umbrella factions going to war, IFM will consolidate with leaders to reach mutual terms. Mercenaries can be used when there’s sensible reasoning. 2.3.6 — Absolutely no limits on; weaponry that may be used in either attacks or defense, quantity of characters attacking and or defending. As a general rule, if factions act outside their concept norms, they will receive harsher IC punishments. ⚠ WarningFaction leaders are expected to discuss how they would mutually expect losses to be correctly portrayed after war, if necessary, IFM is available, and will offer guidance and correction where sensible. Faction leaders are expected to do everything within their capability to ensure narratives remain true and correct; effective communication is a responsibility. Any and all forum-type reports should be discussed beforehand by faction leaders, in the result it goes to the RPP forums IFM should be notified, in the result an in-game report receives an outcome, IFM should be notified. All pupils involved in faction conflicts are expected to act realistically and sensibly based on the portrayal of their concept and inner faction on-goings. These Rules Of Engagement do not go in depth on regular hard limits, such as looting bodies, but as a general rule of thumb, if it’s realistic and consistent with your faction's portrayal, it’s allowed.
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ILLEGAL FACTION MANAGEMENT TEAM GETTING STARTED Introduction Roleplay Project is a heavy text based RP server, but we believe that great RP should not be buried under paperwork. As we currently stand, we are keeping things straightforward at this stage when it comes to Illegal Faction Threads. If you have a solid concept and you have the drive to run with it, we want to see it in the server. This thread, is going to cover everything you need to know about opening an illegal faction in Roleplay Project. Opening a Faction Thread You are free to post your illegal faction thread on the forums without submitting a formal application first. There is no process standing between you & getting started! However, your thread will be reviewed by IFM and may be pulled or flagged if any of the following apply: The concept appears to be too generic, unrealistic, or put in simple terms: it does not make sense within the server's setting If the thread shows CLEAR signs of AI generated writing and/or content The thread is EXCESSIVELY lazy or simply lacks any meaningful substance The faction leader has not joined the official IFM Discord IFM in most cases will reach you out directly. It won't always mean that it is the end of your concept, sometimes it is just a simple conversation on the things we feel like you can improve. What Makes a Good Thread These Days There are 0 aesthetic standards here. No requirements on any particular graphic design, any photo editing, or any thread formatting, or presentation style. If your thread is a plain block of text with no images, that is completely fine. A visually elaborate thread however, with edited screenshots & custom formatting is EQUALLY welcome. How you present your faction is entirely your call as a faction leader. With that being said, if you do put effort into the look & feel of your thread, it will not go unnoticed. It is pretty much going to reflect the pride in what you're building and that always reads well to us as IFM. Please note: Do not mistake a pretty thread for a substitute for actual IG development. To oversimplify, IFM is asking that you can clearly communicate: What your faction is: who are these people, where do they come from & what do they do Why it makes sense: does it fit in the city, the time, the setting Where you want to take it: even a rough idea of your direction simply shows us that you've thought about it Faction Leaders Faction leaders carry the responsibility for everything their faction does, in RP & in terms of rule compliance. IFM will always hold leadership accountable first. As a faction leader, you must: Be a member of the IFM Discord Be reachable by IFM when needed Ensure your members understand & follow server rules Beyond the basics stated above, IFM has expectations of faction leaders that go BEYOND rule compliance. You are, whether you like it or not, a face of this community. The way you conduct yourself toward your members, toward rival faction, toward staff, reflects RPP as a whole. We expect maturity, composure and a degree of professionalism in how you handle yourself, your members and your faction. Not every disagreement needs to become a forum report. A good faction leader handles FRICTION at their level first. Talk to the other leader, work it out and find a resolution. The report system & IFM exist for when things genuinely cannot be resolved, not as a first resort for every MINOR dispute. If you find yourself running to IFM every time something does not go your way, that indicates us something about your readiness to lead. At the end of the day, this is a video game and we want everyone, your members included, to be having fun. The best faction leaders DEFINITELY create an environment where their people enjoy logging in. Keep perspective, don't let pixels ruin your mood & remember that the point of all this is a good story & a good time. Lead well. IFM's Role IFM is not here to micromanage your storyline. IFM is here to make sure the standard of RP stays high and the rules are being followed. As long as your faction is producing genuine, quality RP, you won't hear much from us. A note on official status Pursuing official faction status is a separate process and is not required to run a faction. IF and WHEN you feel your faction is ready, that pathway will be available to you. Subject to Change RPP is a new server and these guidelines will evolve with it. IFM reserves the right to update, tighten and/or loosen these requirements in the future. Any changes will be communicated clearly & in advance where possible. For questions, reach out to IFM directly through the Discord ticket system.
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RPP — Milestones & History Welcome to my lil' side project, I'm gonna document the firsts, the milestones & the moments that shaped RPP into what it is & what it will become. Some of these will be celebrated, some will be infamous, and some will just be a honest record of how things actually unfolded. Think of it as a history book, not a hall of fame type thing! I'll be editing this as we go through, feel free to recommend things that you think are missing! # Milestone Detail Date 1 First Player to Connect — TBD 2 First In-Game Death — TBD 3 First Admin Jail — TBD 4 First Temporary Ban — TBD 5 First Ban — TBD 6 First Character Kill (CK) — TBD 7 First CK by Police — TBD 8 First CK Appealed — TBD 9 First Illegal Faction Submitted || Pagans Outlaw Motorcycle Club || 16/05/2026 10 First Official Illegal Faction — TBD 11 First Faction Shutdown — TBD 12 First Legal Faction Submitted — TBD 13 First Official Legal Faction — TBD 14 First Business to Open — TBD 15 First IC Event Hosted — TBD 16 First Player to 100 Hours — TBD 17 First Player to 500 Hours — TBD 18 First IC News Story Published — TBD 19 First Staff Promotion — TBD 20 First Staff Resignation Lucid ( @SNDRSN ) 15/05/2026
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