Everything posted by Roleplay Project
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[IFM] Starter Packages
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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[IFM] Resource Access
Roleplay Project · ILLEGAL FACTION MANAGEMENT TEAM Illegal Factions Resource Access — Strawman, Distributor & Laboratory systems. 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. (Handguns only: Combat Pistol, Heavy Pistol, Pistol, and SNS Pistol.) Narcotics Strawman: Access to softer narcotics. (Adderall, Anabolic Steroids, Cannabis Brownies, Cannabis Butter, Dried Cannabis, Dried Mushrooms, Ground Cannabis, Hash, Joints, Kief, Mushroom Cakes, Packaged Weed, Raw Cannabis, Trimmed Cannabis Buds, Wet Cannabis Buds, and Wet Mushrooms.) Weapons Attachment Strawman: Access to weapon attachments and modifications. (Extended Pistol Magazine, Extended Rifle Magazine, Holographic Sight, Pistol Suppressor, Red Dot Sight, Rifle Suppressor, SMG Suppressor, Sniper Scope, Weapon Flashlight, and Weapon Grip.) 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 (Coca Leaves, Cocaine Base, Cocaine Paste, Cocaine Powder, Crack Rock, Crude DMT, Crystal Meth, DMT Crystal, DMT Extract, Ergotamine, Fentanyl, Heroin Base, Heroin Powder, Heroin Syringes, LSD Blotter, LSD Liquid, MDMA Crystal, MDMA Pills, Meth Syringes, Mimosa Hostilis Bark, Morphine Base, Opium Poppies, Packaged Cocaine, Packaged Heroin, Packaged Meth, Raw Fentanyl, Raw MDMA, and Raw Methamphetamine) and soft narcotics (all substances available under the Narcotics Strawman classification). 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. Server-wide strawman role caps have been introduced as follows: Weapons: Five (5) roles. Weapon Attachments: Two (2) roles. Narcotics: Five (5) roles. These limits apply universally, regardless of whether you operate as part of a faction or independently as a solo player. No distinction is made between the two when enforcing these caps. This is subject to change depending on the server requirements. ⚠ 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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Forum post edit time
✔ Approved · Change applied Thanks for raising this, @Femto. You are right that a 5-minute window is too short for faction threads, recruitment posts, and other long-lived documents that genuinely need ongoing maintenance. The edit-time cutoff has been removed entirely for every member group. You can now edit your own posts and topics at any time after they are made. The edit log (visible to staff for moderation review) is still active, so the history of changes is preserved.
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[IFM] Rules of Engagement — RoE
WIP & SUBJECT TO CHANGE
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[IFM] Rules of Engagement — RoE
Roleplay Project · ILLEGAL FACTION MANAGEMENT TEAM RULES OF ENGAGEMENT — RoEGenerally, 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. General Principles & Rules of Engagement1.1. Realism Foundation: 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. 1.2. Text-RP Standards: All illegal faction activities must be conducted through descriptive, high-effort text roleplay using /me and /do emotes. Powergaming, metagaming, or low-effort emotes will result in IC consequences such as a Character Kill. 1.3. Attack Types & IFM Discretion: Whilst there’s a multitude of attack types (verbal, social, shootings, brawls, stabbings, arsons, kidnappings, torture), they are not perceived as the same scale of attack. IFM will make corrections on a case-by-case basis where necessary to uphold the wider narrative. 2. Faction Conflicts & Logging2.1. Conflict Definition: A faction conflict officially begins when any faction or individual curates hostile action towards another faction. A “war” does not require lethal interactions to begin; conflicts that resemble long-term “feuds” are applicable. 2.2. Mandatory Logging: All interactions must be logged promptly within the respective channels of each faction's Discord. When lethal force occurs or is imminent, the following logs must be filed: 2.2.1. Hostile Action Log (Initiating Party): Must include Target, Date, Allies, Objectives, and Summary of Reasons. 2.2.2. Defensive Action Log (Defending Party): Must include Attacker, Date, Defensive Allies, and Summary of Reasons (Required only if involving allies). 2.3. Standard of War: IFM must be notified when a conflict reaches a "standard of war" (when Faction A attacks, and Faction B responds in kind/retaliates). If IFM observes a sustained & escalating back and forth, it reserves the right to directly step in and bring both leaders to the table. 3. War Eligibility3.1. Faction Development: At least one faction involved in an IFM-approved faction war must be at least fourteen (14) days old. Factions wishing to engage in war MUST be up for at least 1 week before requesting 3.2. Character Requirements: Participating characters must meet the following criteria: 3.2.1. Maintain a minimum activity rating of 0.8 (approx. 40 hours logged playtime) OR have been part of the faction for more than two (2) weeks. 3.2.2. All characters involved must have a valid IC reason to participate in the war. 3.2.3. If faction members have alternate characters, their main character should be used for the duration of the war. 3.3. Age Restrictions: All characters involved must be at least fourteen (14) days old and part of the respective faction for 14 days. If a faction is under 14 days old, they can only defend until the opportunity to retaliate surfaces. 4. Allies, Mercenaries & Satellites4.1. Alliance Formation: Factions are strictly prohibited from forming alliances with another faction unless both factions have been active for one (1) week or longer. Factions can only ally with one (1) other faction based on prior roleplay, and this must be explicitly stated in the war request to IFM. 4.2. Mercenary Limits: Allied factions may hire a maximum of three (3) mercenaries. Mercenaries will fully count toward the faction's total death/casualty count during the conflict and must be listed in the war log. 4.3. Cooldowns: Allied factions' attacks count as their own individual attack; the listed factions do not share each other's cooldowns. Umbrella factions share the same cooldowns and losses. 5. Convoy & Vehicle Limits5.1. Maximum Convoy Sizes: To prevent unrealistic zerg rushes, the following maximum limits apply to attacks: 5.1.1. Two (2) cars (maximum 8 players) 5.1.2. One (1) car and one (1) motorbike (maximum 6 players) 5.1.3. Three (3) motorbikes with passengers (maximum 6 players) 5.1.4. Four (4) motorbikes with individual riders (maximum 8 players) - ONLY FOR MOTORCYCLE CLUBS 5.2. Exceptions: If there is a necessity for more attackers, the faction leader must seek authorization from IFM prior to the attack. 5.3. Vehicle Realism: Driving motorcycles or off-road bikes while carrying large firearms will be considered powergaming and result in an automatic Conflict PK. Please maintain realism while carrying weapons either on your person, or inside a vehicle. 6. Attack, Defense & Scouting Mechanics6.1. Attack Definition & Success: An attack is any offensive action wherein parties are at risk of being Conflict PK'd. An attack is only considered a successful casualty if the target is fully killed (Combat PK'd or CK). Players who survive do not count toward the casualty count. 6.2. Non-Lethal Escalation: Spraying graffiti on rival turf or engaging in fist-fights does not count as a formal faction attack, though these actions can serve as the IC justification for a subsequent attack. 6.3. Affirmative Defensive Action: If a faction recognizes their enemy setting up for an attack at or nearby their territory and can clearly identify them, they may take affirmative action to defend themselves. This shall not be counted as an attack. 6.4. Blockwiping Prevention: Mass-killing of opponents must be justified. Tell-tale signs of rule-violating blockwiping include cutting off all escape routes, large convoys, overuse of force, or poor reasons to kill. If it would be considered domestic terrorism, it's a rule violation. 6.5. Scouting Requirements: Scouting enemy territory must be done via active text roleplay (e.g., observing patterns, taking notes, using /do to check for visible security). Driving past a location OOC to memorize license plates or callouts does NOT constitute valid IC scouting. Kindly make sure screenshots of the RP are appropriately taken incase IFM raises questions. 6.6. Backdooring: Backdooring is permitted, but requires prior, documented IC scouting roleplay and reasoning behind it. All actions taken by the participating member must have fall within logical reasoning to betray an individual/organization/faction and participating members must fully document the journey with screenshots. 7. Cooldowns & Multipliers7.1. Standard Cooldowns: Following an attack, factions and characters will have a cool-down before they can attack again. 7.1.1. Shootouts: 8-hour faction cooldown + 20-hour cooldown for each respective character that concluded the attack. 7.1.2. Arsons: 3-hour faction cooldown + 5-hour cooldown for each respective character that concluded the attack. 7.1.3. Creative Attacks: Car bombings, ram raids, etc., must be reviewed on a case-by case basis by IFM to set cooldowns. 7.2. Multi-Attack Multipliers: If a faction conducts multiple attack types within a single scheduled attack, add the applicable base cooldowns together, then apply the multiplier to the total faction and character cooldowns. 7.2.1. Two (2) attacks increase the combined cooldowns by 25% (total × 1.25). 7.2.2. Three (3) or more attacks increase the combined cooldowns by 50% (total × 1.5). Example: A faction conducts a shootout and an arson within the same scheduled attack. Since this involves two attack types, the 25% multiplier applies: Faction cooldown: 8 hours (shootout) + 3 hours (arson) = 11 hours. Adding 25% results in 13 hours and 45 minutes. Character cooldown, for someone involved in both attacks: 20 hours (shootout) + 5 hours (arson) = 25 hours. Adding 25% results in 31 hours and 15 minutes. 7.3. Minimum Floor: Regardless of multipliers, a faction enters a minimum two-hour (2) cooldown period after launching an attack and cannot initiate any new engagements or slide into enemy turf. During this time, they may only defend if actively fired upon. 8. Conflict PK Rules8.1. Roster Removal: Once a member dies, they are considered Player Killed (PK'd) and are entirely barred from engaging in the war. PK'd characters are removed from their respective faction's conflict roster and counts towards the Win/Loss counter. 8.2. Police PKs: If characters are PK'd by police following a conflict, they are also PK'd from the conflict and are removed from their respective faction's conflict roster with neither side can count it towards their Win/Loss counter. 8.3. PK'd Member Restrictions: 8.3.1. Rival factions are strictly prohibited from killing or engaging with PK'd members until the war has officially concluded. 8.3.2. Alternate characters (alts) are strictly prohibited from participating in any faction attacks, planning, scouting, strategizing or entering enemy turf. 8.3.3. PK'd individuals are permitted to engage in normal civilian roleplay provided they do not discuss the war, enter enemy turf or interact with their faction's war efforts. 8.4. Penalties for Violation: If a PK'd player re-involves themselves (breaking any of the rules mentioned in 8.3) and successfully PKs opponents, IFM will select a random faction member from the player's faction to be PK'd as a consequence OR the faction will forfeit assets/objectives. 9. War Termination Conditions9.1. End Conditions: A war officially ends when ONE of the following occurs: 9.1.1. Over fifty percent (50%) of a faction's war roster is player-killed out of the conflict. 9.1.2. The acting leadership of either faction is player-killed out of the conflict (the faction may opt to forfeit). 9.1.3. A faction forfeits, or both faction leaders agree to conclude war through mutual agreement/politicking. 9.1.4. Forty-eight (48) hours pass without an attack from either side. 9.2. Post-War Expectations: Faction leaders are expected to discuss how they would mutually expect losses to be correctly portrayed after war. IFM is available to offer guidance and correction where sensible. 10. Turf, Territory & Probation10.1. IC Presence Over OOC Claims: No formal turf regulation exists beyond the actual geographic regions where factions actively roleplay. IFM ensures factions face no OOC impediments to RPing in their area. OOC turf claims are strictly prohibited. 10.2. Neutral Zones: Certain high-traffic or essential areas (e.g., Pillbox Hill Medical Center, LSPD stations, Legion Square, major highways and the airport) are strictly neutral. No faction may claim, block or exert control over these areas. 10.3. Persistent Intrusion: Factions that persistently attempt to establish themselves within the geographic areas of other existing factions may be punished for turf control violations. 10.4. Unofficial Groups: Unofficial groups or solo players attempting to set up permanent illegal operations in an established faction's area do so at their own IC risk. Factions are permitted to remove them via proper RP. 10.5. Faction Probation Rule: All newly approved factions are subject to a one-week (7-day) probationary period upon approval. 10.5.1. New factions are strictly forbidden from robbing, killing or initiating conflict. Existing factions are equally prohibited from attacking the probationary faction. 10.5.2. Minor disputes during probation should be handled via IFM mediation or non-lethal RP. If the probationary faction commits a severe IC crime, existing factions may petition IFM to lift the probation early. 11. Radio, Communication & Reporting11.1. IC Communication Only: All war engagements and attack coordination must occur strictly through In-Character (IC) means, with absolutely no Out-of-Character (OOC) communication allowed. 11.2. Radio Restrictions: Radio use by illegal factions is restricted purely to in-car use. Only one person is permitted to use a radio at any one time. Radio use must be grammatically correct and is forbidden during faction attacks. 11.3. Discord Logs: Faction Discord logs for each attack/defense are required and must be maintained in dedicated channels. 11.4. Forum Reporting: Any and all forum-type reports should be discussed beforehand by faction leaders. If the result goes to the RPP forums or an in-game report receives an outcome, IFM should be notified.
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Jorgensen
Welcome to RPP Welcome aboard, Jorgensen! Thanks for taking the time to introduce yourself, Jorgensen. We’re really glad to have you here. The Introductions board is where our community gets its first read on each new face, so this thread already counts as a small act of community-building. To say thanks for stepping up first, we’ve credited your account: RPP Points +300 PP Spendable in the UCP shop & on premium unlocks. RPP+ Subscription +30 days A free month of RPP+, on the house. Take a moment to read the Global Server Rules when you can, hop into the Discord, and we’ll see you in Los Santos. , The Roleplay Project Team
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[IFM] Illegal Factions, Getting Started in RPP
IFM Illegal Faction Management Getting Started in RPP IFM Guide Introduction Roleplay Project is a heavy text-based RP server, but we believe 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 the drive to run with it, we want to see it in the server. This thread covers everything you need to know about opening an illegal faction in Roleplay Project. IFM Guide 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 and getting started. ⚠ Warning · Your thread may be pulled or flagged if… The concept appears too generic or unrealistic, or, put simply, does not make sense within the server's setting.The thread shows clear signs of AI-generated writing or content.The thread is excessively lazy or lacks any meaningful substance.The faction leader has not joined the official IFM Discord. In most cases IFM will reach out to you directly. It won't always mean it's the end of your concept, sometimes it's simply a conversation about things we feel could be improved. IFM Guide What Makes a Good Thread These Days There are zero aesthetic standards here. No requirements on graphic design, photo editing, thread formatting, or presentation style. A plain block of text with no images is completely fine. An elaborate thread with edited screenshots and custom formatting is equally welcome. How you present your faction is entirely your call. That said, if you do put effort into the look and feel, it will not go unnoticed. It reflects the pride in what you're building, and that always reads well to us. ✖ Danger · A pretty thread is not a substitute for IG development Do not mistake polished presentation for actual in-game roleplay. The thread is a calling card; the faction lives or dies on what happens on-server. ⓘ Info · What IFM is asking you to communicate What your faction is, who these people are, where they come from, what they do.Why it makes sense, does it fit the city, the time, the setting.Where you want to take it, even a rough direction shows you've thought about it. IFM Guide Faction Leaders ⚠ Warning · Leaders carry the responsibility Faction leaders are accountable for everything their faction does, in RP and in terms of rule compliance. IFM will always hold leadership accountable first. ⓘ Info · As a faction leader, you must… Be a member of the IFM Discord.Be reachable by IFM when needed.Ensure your members understand and follow the server rules. Beyond the basics 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 factions, and 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, find a resolution. The report system and 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 doesn't go your way, that tells 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 create an environment where their people enjoy logging in. Keep perspective, don't let pixels ruin your mood, and remember that the point of all this is a good story and a good time. Lead well. IFM Guide IFM's Role IFM is not here to micromanage your storyline. We're 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. ⓘ Info · 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. ⚠ Warning · 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, and in advance where possible. For questions, reach out to IFM directly through the Discord ticket system.
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[IFM] Illegal Directives
RPP: ILLEGAL DIRECTIVES 0. Preface & Philosophy 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. These directives aren't about winning. They exist so that conflict, growth, and loss get portrayed in a way the community can believe in. A faction that bends a rule to dodge a loss it has earned in the story has missed the point. A few principles sit above the specific rules. Where something isn't covered, work from these: Realism first. If a real organisation of your type, size, and reputation wouldn't do it, neither should you. Being able to do something doesn't mean you're allowed to. Earn it, don't declare it. Power, fear, territory, and lethality are built through portrayal over time, not switched on by a request. Communication is part of the job. Logging, keeping IFM informed, and squaring narratives with rival leaders are leadership responsibilities, not favours. 1. Definitions To keep rulings consistent, these terms carry fixed meanings throughout this document. IFM: Illegal Faction Management. The team that oversees illegal factions, approves wars and escalations, and makes case-by-case rulings. RPP: the server and its community. Faction: an approved, scripted illegal group with recognised leadership, a roster, and a concept. Concept: the agreed identity and remit of a faction (street crew, established family subordinate, MC charter, and so on). Acting "outside concept norms" means behaving inconsistently with it. Roster: the full membership of a faction. The War Roster is the part of it cleared by IFM for a given conflict. Activity Rating: a measure of logged playtime. 0.8 is roughly 40 hours of logged play. PK (Player Kill): the character survives but loses memory of the events leading to their death and can't pursue, retaliate over, or act on that incident (New Life Rule). CK (Character Kill): the character is permanently retired or dead. CK rights have to be earned and approved (see §5). NLR (New Life Rule): the post-PK restriction described in §5. Turf: territory a faction holds and portrays control over. Umbrella Faction: a single overarching organisation operating through multiple sub-scripts under one designated leadership. Allied Factions: independent factions cooperating in a conflict while keeping separate leadership, rosters, and cooldowns. UCP: User Control Panel. DM / RDM: Deathmatch / Random Deathmatch, meaning violence without enough IC reasoning. Powergaming: forcing outcomes, denying others a fair reaction, or portraying unrealistic capability. Metagaming: using OOC information IC. (IFM should confirm any of these that already carry a server-specific meaning and adjust to match existing rules.) 2. Rules of Engagement 2.1 Establishing Lethal Standard 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's 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, while it doesn't have to be requested, doing so is often prudent in the individual scenario. 2.2 The Escalation Ladder There are many attack types: verbal, social, shootings, brawls, stabbings, arsons, kidnappings, torture. They aren't all the same scale of attack. Conflict is expected to climb a ladder, not skip rungs; a relationship rarely goes from cold to lethal without friction in between. As a rough ordering of severity: Verbal / Social: threats, disrespect, reputation attacks, undermining business. Property / Economic: theft, vandalism, disruption of operations, robbery of product. Non-lethal Physical: brawls, beatdowns, warning assaults. Bladed / Targeted Violence: stabbings, maimings, kidnappings. Lethal: shootings, arsons against occupied premises, bombings, killings. If any party 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. Skipping rungs without a proportionate trigger is the most common cause of IC correction. 2.3 Proportionality A response should make sense next to what provoked it. A war of words doesn't justify a massacre, and a massacre isn't answered with a stern message. Disproportion is only fine where it's in concept (a notoriously volatile crew, for example) and where the faction is prepared to wear the consequences of that escalation. 3. Faction Conflicts 3.1 When a Conflict Begins 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 resting with each respective Faction Leader involved. A "war" does not require lethal interactions to begin; conflicts that resemble long-term "feuds" are applicable. 3.2 Notifying IFM IFM must be notified of any conflict that has reached the 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. A conflict has reached war standard when any of the following is true: Lethal interactions have occurred or are imminent on either side. A feud has escalated to sustained, repeated hostile action between organised groups. Either leader believes the conflict can no longer be resolved IC without structured terms. 3.3 War Terms Legend: Locked terms are set by IFM and are non-negotiable. Mutable terms may be changed by the mutual agreement of faction leaders, subject to IFM oversight. 3.3.1 Participation: Activity (LOCKED) Participating characters must hold a minimum Activity Rating of 0.8, which is roughly 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 are harder to meet while RPP is relatively young. If faction members hold alternate characters, their main must be used for the duration of the war. 3.3.2 Participation: Age (LOCKED) At least one faction involved must be at least fourteen (14) days old. If any faction is under that age, it can only defend until the opportunity to retaliate surfaces. Likewise, all characters involved must be at least fourteen (14) days old, and must have been part of the relevant faction script for fourteen (14) days. Characters under the restriction may not participate in attacks, retaliating or not. A faction under the age restriction may only use the original roster it requested faction approval with. Wars can wage on for longer periods; if characters age past their constraints during a war, the active War Roster must be updated privately to IFM. 3.3.3 Cooldowns (LOCKED base values; multipliers LOCKED) Following an attack, both the faction and the individual characters who concluded it enter cooldown. IFM recognizes that multiple orchestrated attacks could realistically occur within tight time frames, for instance a shootout, then in the aftermath a known lab of the opposing faction is broken into and set alight. All such orchestrated multi-stage attacks must be approved by IFM prior to execution. Shootout: 8 hour faction cooldown, 20 hour character cooldown (per concluding character). Arson: 3 hour faction cooldown, 5 hour character cooldown (per concluding character). Car bombing, ram raid, or anything more creative: reviewed case by case by IFM, with cooldowns set from there. Multi-attack multipliers, applied to the faction total and to any character who concluded multiple attacks within one scheduled attack: Two (2) attacks: adds 25% to the faction cooldown and to any character who concluded both. Three (3) or more attacks: adds 50%. 3.3.4 PK Handling in Conflict (LOCKED) PK'ed characters are removed from their faction's conflict roster. If characters are PK'ed by police following a conflict, they are likewise PK'ed from the conflict. They may not attack or be part of executing an attack. PK'ed characters may only defend themselves, never under faction-wide defense. That means you can't sit at your turf anticipating a rival attack once you've been PK'ed. PKs may only be voided by administrators. 3.3.5 Ending a War (LOCKED) A war or conflict ends when any of the following occurs: Over fifty percent (50%) of a faction's War Roster is player-killed out of the conflict; The acting leadership of either faction is player-killed out of the conflict; A faction forfeits; Both faction leaders agree to conclude; Forty-eight (48) hours pass without an attack from either side. 3.3.6 Allies & Umbrellas (LOCKED) Allied factions' attacks count as their own individual attack; listed allies do not share cooldowns. Umbrella factions share cooldowns and losses and must be orchestrated by the umbrella's designated leadership; individual, non-orchestrated attacks invite heightened IC consequences. Where umbrella factions go to war, IFM will consolidate with leaders to reach mutual terms. Mercenaries may be used where there is sensible reasoning. 3.3.7 No Mechanical Limits (LOCKED) There are absolutely no limits on weaponry used in attack or defense, nor on the number of characters attacking or defending. As a general rule, factions acting outside their concept norms will receive harsher IC punishment. 3.4 Portrayal of Losses Faction leaders are expected to discuss how losses will be correctly portrayed after war; where necessary, IFM will offer guidance and correction. Leaders are expected to do everything within their capability to keep narratives true and correct; effective communication is a responsibility. Any forum-type reports should be discussed beforehand by leaders; if a matter reaches the RPP forums, IFM should be notified; if an in-game report receives an outcome, IFM should be notified. 4. Hard Limits & Conduct These Rules of Engagement do not exhaustively list every hard limit; as a rule of thumb, if it's realistic and consistent with your faction's portrayal, it's allowed. The following clarify the recurring grey areas. 4.1 Kidnapping & Hostages Kidnapping requires IC reasoning and must be portrayed with risk to the kidnappers (witnesses, location, response). A hostage must always be given a realistic chance of survival, escape, or rescue; you may not script a no-win scenario. Holding a hostage indefinitely to deny another player access to the server is not permitted. Use sensible time limits and resolve scenes. Mass or simultaneous kidnapping of multiple key members to cripple a rivalry must be cleared with IFM. 4.2 Torture Torture is allowed within concept, but treat it as serious, close to lethal escalation on the ladder. Torture may not be used to compel genuinely character-ending consequences (forced CK, permanent disfigurement) without the victim's OOC consent or an approved CK ruling (§5). Excessively gratuitous or fetishised torture has no place on the server regardless of concept. 4.3 Robbery & Extortion Robbery requires fair, realistic setup and an opening for the victim to respond. Demands must be reasonable to the scene. Extortion ("taxing," protection) is encouraged as narrative but must be portrayed as an ongoing relationship, not a one-line shakedown. You may not rob a player of something the scene cannot realistically reach (off-character assets, scripted holdings not present). 4.4 Body Looting Looting a body is permitted where realistic and consistent with portrayal. You may take what the character could plausibly be carrying and what time and risk allow. You may not loot under fire as if at leisure, nor strip assets a character would not have on their person. 4.5 Powergaming, Metagaming & Fail RP Powergaming: forcing outcomes, narrating a rival's reactions for them, or portraying capability your character or faction hasn't earned. Prohibited. Metagaming: acting IC on OOC knowledge (Discord chatter, streams, OOC tells). Prohibited. Fail RP / NRP: behaving in a way no real person in the situation would, including treating death lightly, ignoring injury, or gaming a scene for a mechanical advantage that breaks the fiction. 4.6 Initiation Lethal or violent action against another player usually needs sensible initiation, meaning a fear-RP opportunity for the target to comply or react. The exception is where the concept and scene make a clean, sudden hit realistic, like a planned assassination or an ambush. When in doubt, initiate. 5. Player Kills & Character Kills 5.1 Player Kill (PK) A PK is the default outcome of fatal violence. The character survives but is bound by the New Life Rule: No memory of the events directly leading to the death. No pursuit of, retaliation over, or acting upon that specific incident. No returning to the location of death to re-engage. In a war context, the PK'ed character is governed by §3.3.4. 5.2 Character Kill (CK) A CK permanently retires a character. Because it is irreversible, it carries the highest bar. CK rights are earned, not assumed. They come from mutual OOC agreement, from a CK clause set in war terms, or from an IFM ruling where a narrative has clearly built to a character's permanent end. Where war terms include CK rights, IFM and both leaders must define who is CK-eligible and under what conditions before the first qualifying attack. A CK should be the end of a story, not a way to remove an inconvenient player. CKs that read as spite invite OOC review. CKs may only be voided by administrators. 5.3 CK Agreements & Applications Targeted CKs outside an active, IFM-approved war require a CK application or agreement logged with IFM in advance. The CK'd player should, wherever possible, be given a meaningful final scene. Consent obtained under OOC pressure is not consent. 6. Law Enforcement, Corruption & Informants 6.1 Realistic LEO Interaction Factions are expected to weigh police response into every escalation. A faction that attacks in broad daylight in a high-traffic zone should expect realistic heat, and portraying otherwise is fail RP. 6.2 Corruption Corrupt-officer relationships must be earned IC and portrayed as risky and limited. A faction does not "own" the department. Corruption may not be used to grant blanket immunity, mass-void charges, or feed a faction OOC information. 6.3 Informants & Snitching Informant relationships are valid narrative and should carry realistic risk to the informant. Using an alt, or OOC knowledge, to feed information across the legal and illegal divide is metagaming. 7. Logging, Evidence & Reporting 7.1 What Must Be Logged Each faction logs, promptly and in its own Discord: Every hostile interaction it initiates or receives (who, when, where, what type). Attack approvals and their IFM clearances. Cooldown start and end times for the faction and concluding characters. War Roster and any approved updates. 7.2 Evidence Standard Significant interactions should be supported by screenshots and clips where reasonably possible. Evidence is the responsibility of the party relying on it. "It happened off-clip" is a weak position in a dispute. 7.3 Reporting Process Leaders attempt to resolve the matter between themselves first. If unresolved, escalate to IFM before any forum report. If the matter reaches the RPP forums, notify IFM. If an in-game report receives an outcome touching a faction conflict, notify IFM. 8. Faction Lifecycle 8.1 Faction Request New factions are requested with the following. Four-member limit at request. Large faction types, like established MCs or established crime families, aren't approved without the member base to support the standing. Portray a subordinate of the larger concept instead. A complete request includes: Concept & backstory. Roster: for each member, their UCP and forum link, Discord username, and character name. Asset transfers: state whether any members are transferring assets from other servers, and list all of them. Experience: past faction-leading experience. Development plan: a three to six month plan stating what leadership sees as necessary to be considered "official." Header: faction header or identifier. 8.2 Probation & Official Status New factions begin on an informal probation while they establish concept, activity, and presence. "Official" status is reached when the faction has clearly met its own development plan and IFM recognises a stable, active, in-concept group. Official status unlocks fuller access to escalation and war rights. 8.3 Activity & Dormancy Factions are expected to maintain visible, in-concept activity. Prolonged inactivity may place a faction into dormancy, suspending its conflict rights until activity resumes. Sustained dormancy may lead to disbandment. 8.4 Strikes & Disbandment IFM may issue strikes for breaches (out-of-concept conduct, dodging earned losses, poor logging, narrative-derogatory behaviour). Accumulated strikes, or a single severe breach, may lead to forced disbandment. Disbandment consequences are portrayed IC where possible. 8.5 Mergers, Splits & Leadership Changes Mergers, splits, name changes, and changes of acting leadership must be communicated to IFM. A merger does not reset age or cooldown obligations to dodge restrictions; IFM will set the resulting standing. 8.6 Roster Changes During Conflict Mid-war roster additions are permitted only as allowed under §3.3.2 and must be filed privately to IFM. 9. Economy & Contraband Illegal enterprise (labs, supply, arms, distribution) should be portrayed realistically in scale and risk relative to faction size and age. Claiming control of a market or product line is earned through portrayal, not declared. Where contraband or territory becomes the object of a conflict, it falls under the same ladder, cooldown, and notification rules as any other hostile action. 10. Closing Note These directives will change over time, and that's expected. Where a written rule and a ruling differ, that gap is how the team learns the difference between the letter of a rule and the spirit of it. When the rules are silent, work from the principles in §0, log your reasoning, and bring IFM in early rather than late.
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Roleplay Project - Staff Application Form
Roleplay Project · Official Document Staff Application Form Trial Admin applications are reviewed by the Server Management Team. The role rewards activity, consistency, and contribution — the server is still in development, so trial admins are expected to be involved in testing, feedback, and overall improvement. ✔ Applications are currently CLOSED Staff applications are now being accepted. If you are interested in joining the team, please complete the application form below. Ensure your responses are thoughtful and complete, as applications will be reviewed by the management team.