Complaining about stuff in OOC or IC about clear admin-helpable offenses does not ingratiate with the admin team. Stop being a Baby and admin help it.
Above all else, if an admin is telling you to stop doing something, stop doing it. Claiming "It's not in the rules!", arguing, and rules lawyering is not going to help your situation in the event of an admin PM. Additionally, dragging an admin's decision into other channels (Twitch, Discord, LOOC) will result in additional time banned.
Also, please remember: Admins are neither omniscient nor omnipresent: while they have a large arsenal of tools at their disposal to stop rule breakers, they usually aren't able to stop something before it happens. Please use the Adminhelp feature (F1) to report any rule breaking! Even if it's just a gut suspicion, it's fine to use this feature to request an investigation.
In light of this, please remember that admins are there for rules enforcement, not players. Please report and move on; do not antagonize the perpetrator either In Character(IC) or Out Of Character(OOC) regarding the report; such behavior doesn't help anyone, regardless of whether or not they are breaking the rules. Additionally, dogpiling is not cool. Let the admins take care of stuff.
We reserve the right to remove and ban you with an unanimous admin vote or if you are the consistent source of player complaints and admin headaches. Such bans typically qualify as Quality Control (QC) bans.
This server has a zero tolerance policy for bigotry.
This includes racism, sexism, and homophobia, and more, including in-character versions of it. Any usage of slurs, or methods, and attempts to bypass any text filters filters is prohibited. Outside of that, we encourage you to treat your fellow spaceman with respect. No talk of IRL political events should happen either. Our station is supposed to be a fun place: Light hearted, goofy and full of farts. We should not need to explain what being a jerk is. If you need someone to explain it, then this isn't the place for you.
Play as the job you chose, or get the Head of Personnel/Captain to change it. Communicate for equipment if you need it.
Acquiring equipment that you have no need for but could have use for in the future without communicating with anyone, such as taking insulated gloves from engineering without asking instead of having them given to you, while playing as a non-engineering role, can potentially be viewed as powergaming. Antagonists are exempt from this as they are expected to be causing problems for the station and/or getting into combat in which all sorts of equipment may be useful.
Breaking into medbay storage, stealing supplies and just treating yourself does not provide interaction between players. Rushing into engineering to silently snatch up the gloves and tools deprives the rest of the engineers the equipment they need to survive. Making weaponry and zipties just for the sake of hunting down antagonists makes security redundant. These are just a few examples of Rule 2 violations.
MonkeStation is a server that promotes social interaction and has a number of newer players that are learning the roles themselves. Remember that you were new at one point as well, give them a chance to actually play and enjoy this game as well. We treat this seriously; if you consistently sign up for a job and do not perform, you will be job banned. Eating up slots that other players would like to fill when you just SSD as said job or commit suicide by any means (yes, floorpills too) will result in a job ban as well. It is okay to wander off and do your own thing, but taking limited slotted jobs to do so is a huge detriment to the entire station.
Prisoners that wish to conduct a prison break need to wait at least 20 minutes into the round before starting. This is to allow regular station staff, security and the antagonists alike time to get settled in. Speedrunning prison breaks are less fun for everybody.
Do not do the job of another unless the department is unstaffed, requests assistance or is otherwise incapacitated.
We take this rule very seriously as Space Station 13 has a rather young playerbase, and Sexual Content is not something we want to expose to those players.
Monkestation is not a place for sexual content of any sort. This includes erotic role-play (ERP), sexual copypasta, references to genitalia in sexual contexts and sexual acts. There are other servers for that.
Insults with potential sexual connotations that are not presented in a sexual context are allowed, such as; Deez Nuts, Ligma, etc. If this is abused it will be at the admins' discretion for punishment.
Joining a round and disconnecting shortly thereafter, be it at round start or otherwise, can be viewed as antag rolling. Antag rolling is held under this rule for purposes of enforcement. It should not have to be said, but it does need to be said.
Out of game communications, usually made evident through the appearances of cliques that mysteriously show up to silently save someone and usage of out of game information such as a stream (see Rule 5) to validhunt antagonists are not permitted.
Usage of bugs or exploits, be it a known issue or otherwise, can and will be punished severely, up to and including a permanent ban on the first offense depending on factors involved in the discovery of the bug or exploit. If you have a suspicion that something is not functioning correctly, AHELP and use the REPORT ISSUE button located at the top right of the client in order to provide necessary information so it may be properly handled.
Metagrudging is the act of acting upon previous round info, such as refusing to heal someone because they were an antagonist last round.
This is not permitted.
Do not speak about current round information in the OOC chat channel unless the round has formally ended.
Do not argue in OOC. You will eat an OOC ban. Do not SALT in OOC chat during a round. You will get an OOC ban. Take complaints to the Discord. AFTER THE ROUND. We understand that not everything is fun or not all rounds are the best, but do not take it with you; take a breather if you need to and move on.
We highly encourage teaching friends as we know SS13 is a very difficult game. Should you need to use out of game communications for that purpose, we simply ask that you make an adminhelp during rounds that you are teaching someone this way. Give the name of the person/people you are teaching in the adminhelp. If you wish to teach new players, you must use our Discord voice channels and accept that admins may choose to listen in to prevent actual metagaming. Plus, the admins may be able to provide some additional assistance if they're bored!
Streamers are not granted any extra privilege, and are expected to be treated the same as any other player.
Metaknowledge is not permitted; chat members must not inform the streamer of things they could not have known. It's fine to point something out so long as it was visible on stream.
Players must not hunt down streamers in-game for the purposes of harassment. This is known as stream sniping and is expressly prohibited.
Monkestation is a streamer friendly server, with very minor rules for those that wish to stream here. No stream delay is required.
Prisoners without an added role such as Traitors or heretics are not antagonists Prisoners require extra escalation for any sort of aggression versus security. This is up to admin interpretation.
Distributing things that convert people into antags as a non antag is self antagging.
If you're ever wondering your gimmick is leaning too far into self-antag territory, consider if you're negatively affecting another player's round. You may always adminhelp if you want our opinion on it as well. Coming to us willingly will often lead to a less contentious conversation than if we had to bwoink you.
Being a criminal within your character's RP is one thing, but you are still employed by Nanotrasen. Act to keep your job. Robbing random people is not RP; it's self-antagonizing (unless one has the Kleptomanic perk, and even then, you are expected to incorporate the trait into your RP). Stealing shit and breaking into places consistently is self antagging as well as crossing RULE 2. Most of the time this should be dealt with IC. However, chronic abuse will result in action against you.
Committing small crimes and building dangerous machines breathes life into an otherwise mundane round. Just do not cross the line into murder, theft of major items or destruction.
Lowpop hours are a time for learning.
You are especially discouraged from self antagging and otherwise impeding other peoples experiences when the server's population is below 10. On most such rounds, antagonists will not be spawning in general.
In pops 20 or below, you are encouraged to not murder more than just your targets. The loss of any crew member can have a huge impact on the crew; round removing people is not fun for anyone as the low pop hours can drag. Consider the inverse for you: Getting killed and not being able to play for two hours ain't fun, is it?
This also EXCLUDES a solid RP reason (within the round) for seeking revenge: a clown who has had their shoes stolen by security, a chef continually getting harassed by assistants or a doctor that keeps getting shoved by crew as they work all have reasons to fight back following proper in-game escalation.
Ninjas, Heretics, Revs, final objective traitors, Cultist with halos, Delta AIs and Spiders: Valid huntable! Yaaay! You are allowed to protect your crewmates if they are being assaulted, Jumped, or attacked Within your view. But only to protect. Not to pursue. You may protect your establishment with force if a violent person has visited after there has been an attack by said person.
For more detailed information, please read Antagonist Guidance down below.
If you are not security, avoid vigilantism. Defending yourself is fine, but making your entire round goal to chase down and hunt the antagonists is not.
If there is a large-scale threat to the station, anyone is encouraged to participate in protecting the station. Large-scale threats are: Nuclear Operatives, Blobs, Xenomorphs and Wizards.
Escalate before engaging in hostilities with players.
The whole goal of the server is to create roleplay scenarios for everyone to interact with. Antagonists and non-antagonists must create situations that can be roleplayed and engaged with by others. Antagonists are the villains of the round; they're the focus of the story and the driver of the round. Greentexting should not be the goal of antagonists. You should give players a sense of dread, either visually or verbally, and create an obvious motive or clear-cut situation where something bad is going to happen.
Security members should be focused on protecting the crew and maintaining the rule of law. Security can also escalate with their actions, such as drawing their weapon and pointing at the person being engaged. Security should still treat players fairly and engage them appropriately based on the situation. A clear and active threat to the station may be engaged with more harshly compared to a normal crewmember. Crew vs crew escalation must have clear consequences for actions and be consensual between the two crewmembers.
Actively murdering an excessive amount of people outside of your objectives is not permitted. You are permitted to kill in self-defense so long as you aren't obviously baiting for kills.
Validhuntable antags are exempt from escalation and excessive rule except for Revolutionaries. Revolutionaries should not kill non-revs with the exception of people opposing the revolution.
On MonkeStation, we have a very light policy around names that should still allow you to be creative or humorous if you so desire.
Names shall not be references to any people that were politically relevant, figures that were involved in major real-life criminality, or be references to anything that would otherwise break rules 1 and 3. Examples of unacceptable names: "George Floyd", "Jeffery Epstein", "Cum The Clown"
References to video games, shows, movies, books, or other fictional creations are perfectly acceptable so long as they would not break other rules.
Clown names such as Deez or Bonerfart the Clown are acceptable.
Dragging an admin's decision into other channels, Twitch, Discord, etc. will not help your case and can result in time being banned.
Appeals are only considered for permanent bans and will only be accepted after a month. If you wish to complain about admins, use a Discord report, submit feedback to the admin's respective Discord feedback thread, or message The Headmin. Messaging Ook will simply get you mocked per Discord Rules.
You must roleplay. You must play a character. You must put in some effort into developing said character.
Only say things that would make some sense IC, not things that only make sense OOC such as shouting tot the moment you see a traitor.
We also have a blackout policy. Details of this policy are listed below.
Historically VPNs and proxies have been used by bad actors to grief, ban evade, etc. While there are some legitimate uses, notably for those people whose countries block broader internet access, these issues are few and far between. Regardless, if this is the case for you, we will work with you, and allow the use if needed. However, please note that there is a bit of a process for it and it is not a guarantee of being allowed to use a VPN on Monkestation.
If you are coming here, you are likely looking for some guidance on whether something is ok or something is not ok, at least as far as server rules and admin opinion is concerned. This shall serve as a resource for both admins and for players in order to gauge what antag-related behavior is acceptable under various circumstances and conditions.
But remember... being an antagonist is a privledge, not a right.
First off, definitions!
Short for "valid to kill".
Validhunting is defined as hunting antagonists as non-security or as a job that isn't allowed. Deputized individuals are considered security and are allowed to engage.
The table below lists off the various antagonists, whether they can be validhunted or not by the crew, whether the antagonist must have some amount of escalation, and some additional notes. This is just the tip of the antag policy iceburg, but its content addresses players' most common related questions and concerns. If this is where your need for information ends, congrats. Ohterwise, read on further.
Antagonist | Valid Huntable | Escalation Required | Notes |
---|---|---|---|
Wizard | Y | N | Defined enemy of the Corporation: The Wizard Federation |
Head Revolutionary | Y | N | All Mindshielded Crew can hunt you |
Cultist (Blood/CWC) | N, See Notes | Y, See Notes | Cultists need to focus on conversions over murder. Blood Cultists with Halos are valid. Please read here for detailed discussion of the Cult. |
Blob | Y | N | Station Ending Threat |
Space Dragon | Y | N | High Threat, can end a round quickly if played well |
Space Pirates | Y | N | Pirates are there for a purpose: LOOT! Any killin' outside a plunderin' and defendin' yer haul ain't looked on wisely! |
Xenomorphs | Y | N | Xenos. What else do you need to know? They will destroy the station. |
Nightmares | N | Y | Nightmares exist to spread darkness. If the worst they do is break lights, that's just vandalism. If they're breaking APCs, they're 100% valid. |
Nuclear Operatives | Y | N | Includes standard Operatives, Lone Operative and Clown Operatives. Enemy of the Corporation Status |
Spiders | Y | N | Depending on populations, a spider infestation can overwhelm a station, hence always valid. |
Ninja | Y | N | Enemy of the Corporation: Spider Clan |
Heretic | Y, See Notes | Y, See Notes | Visibly a Heretic is valid. Ascended Heretic is valid. Escalation with NON TARGETS are required until ascension. No explicit required escalation with a named target for objectives. |
Monster Hunter | Y, See Notes | Y, See Notes | If you are visibly a Monster Hunter, you can be validhunted. Escalation is required. |
Malf AI | N, See Notes | Y, See Notes | Delta AI is valid for whole crew to hunt. |
Cortical Borers | Notes | Notes | If it is a neutered borer, the threat they pose is controlable. If its a queen and a brood, they could end the station. Depending on how things go, use best judgement and RP out to determine if the borers are a problem. |
Bloodsucker | N | Y | Can be hunted by The Chaplain and The Curator. |
Revenant | Y | N | Revenants can be fought by anyone that happens to catch them. |
Morph | Y | N | Morphs can either be just a nuisance or an assistant to a round ending threat depending on circumstances. |
Slasher | N | Y | Slashers are spooky (currently disabled) |
Changeling | N, See Notes | Y | You're not a murderbone antagonist. Get over it. If you're visibly a changeling (armblade for example), anyone and everyone CAN step in and kick the crap out of you. |
Teratoma | Y | N | The fact that they exist is enough reason to kill them. They are loyal to nobody except the forces the chaos itself by very nature, and will inevitably cause mass sabotage if allowed to do their thing. |
Traitor | N | Y | Traitors that complete final objective are valid. Traitors otherwise aren't validhuntable but can still be dealt with via escalation. |
Contractor | N | Y | Contractors may be wearing their MODs and other gear that makes them visibly a problem. Security's problem. |
Blood Brothers | N | Y | Similar to traitors but don't have an uplink. They do require escalation for converting someone to a blood brother using their flash however. |
Florida Man | N | Y | Florida Man will do ANYTHING for their mission. They still need to escalate, but you'll be damned if you think you're getting between a florida man and their meth. |
Regal Rat | Y | Y | |
Fugitives | N, See Notes | Y | The Hunters sent to find you do not have to escalate as they are there to do just that. The crew don't have to help them or even you either. |
Abductors | Y | N | |
Obsessed | N | Y | This antagonist requires extra escalation to ensure that it is not just for grief. If you do not roleplay hard enough to help sell the "obsession", it just generates AHELPS. |
Paradox Clone | N | Y | Probably the strangest entry on the list. The only objective in the code is to murder and replace, but not all will do that, hence the unknown rating. |
Evil Clone | N, See notes | Y | Evil clones must always escalate, and security cannot instantly validhunt someone for being an evil clone unless they are clearly planning to kill others. |
As a general rule of thumb, Security (and anyone formally deputized by Security) always have the ability to validhunt an antagonist because it is their job. Any crew that sees security engaged with an antagonist may join forces with or even against security as defending others is a valid reason to step in per Rule 9 of escalation. But the obligation is to defend, not to chase. If Security requests your assistance, then of course you may join them.
Now for some more specific guidance regarding Security's relationship with some types of antagonists:
This is a lesson that is learned by some through life experience and others never truly encounter it. So, to put this down here, perception is reality. For example, if you're a traitor that went and bought a nukie mod suit, that blood red nuclear operative suit is usually worn... by nuclear operatives. So if you look like a particular antagonist, expect to get treated the way that is most appropriate.
Because of how varied and unique some of the antagonists may be, some additional guidance is provided here so one can make more smart decisions about how they wish to engage with their objectives (if they so choose) or otherwise to raise hell.
Applies to: Wizards, Ninjas, Nuclear Operatives, Ascended Heretics, Spiders, Space Dragons, Blob, Xenos
Everyone hates you. Everyone wants you dead. Nobody has to have a reason to go after you as you're openly a threat. Handle things however you see fit.
Flesh Spiders: you are openly hostile to anything that isn't another Flesh Spider. Yes, even the changling that supposedly gave you life.
Applies to: Cultists, The Revolution, Bloodsuckers
Conversion antagonists should be more focused on converting those to their cause rather than outright running around killing people left and right.
Blood Cultists: You do not have to escalate to convert someone; if you need to kill someone before you have a halo, you should still have some escalation. If you are seen doing cult activities such as using runes, escalation has been met and you can be killed by whoever has seen you and vice-versa. If you have halos, you are in a state of war and thus anyone can come after you since you are now visibly a cultist.
Clockwork Cultists: You do not have to escalate with your conversion targets. If you are integrating APCs and are seen, escalation is required. Once anchoring crystals are being placed down, you are at war since placing the anchoring crystals will announce your presence.
Revolutionaries have a little bit of leniency on this as their goal is to overthrow the Heads of Staff, which may get non-heads caught in the crossfire.
Bloodsuckers sit in a unique position in this category as, depending on your choice of Clan, you are going to want thralls in particular job postings. Focusing on those particular job postings is a helpful thing to do.
Applies to: Traitors, Contractors, Changlings, Non-Ascended Heretics, Nightmares, Blood Brothers
You have escalation requirements to meet if you're killing people. If they attack first, you can obviously defend yourself. That's not a problem. See Rule 9 and the Table above for more information.
For purposes of completing contracts, the Contractors are not required to escalate with their target for the kidnapping. Anyone else you must still escalate with.
Changlings, we got extra information for you down here. If you're visibly a ling and you're running around doing very much visibily ling things, folk are gonna hunt you down if you're doing it around them. If you disappear back into the background and lose the hounds on your trail, you should back into a "stealth" status.
Non-Ascended Heretics have a list of five individuals to sacrifice. Those sacrifice targets can be taken without escalation. Anyone else involved must still have escalation.
Nightmares: If you want to convince the crew that you're not out to kill them and just simply want the lights off, you can do just that.
Blood Brothers: You are required to escalate before acquiring your sibling via the flash. This is not an exclusion. Simply saying "hey look at this" and hitting them with it doesn't count. Use your brain, make it work.
Evil Clones are a tough one, they can be extremely dangerous, or less harmful than a normal crewmember. In general, if you come across an evil clone, don't presume they are looking to kill you unless other evil clones have shown intent. Once you discern that the clones are truly evil, you are free to kill them to get to the cloner and deactivate it.
Florida Man are a party animal from the far away dimension of Florida. They may not be explicitly hostile, but don't expect them to go down without a fight. They are a sovereign citizen after all. Do not lethal them immediately.
Paradox Clones are simply just in the wrong place at the wrong time. We don't know if they are all explicitly wanting to kill who they are... or aren't... yeah, don't try to think about it too hard.
Prisoners are not antagonists on their own. If you don't have explicit antagonist status, you will require significantly more escalation before you can get violent with anyone -- even security. Remember: you're lower than scum and the AI can ignore you unless you are actively dying.
Assistants are not antagonists on their own. If you don't have a proper valid antagonist status and you do antagonist things, expect to be treated like one (see Perception is Reality) and be permanently round removed for being an antagonist.
This is a new adopted policy regarding what you are allowed and not allowed to do. Failure to follow this will result in a loss of eligiblity to be an abductor.
You shall:
You shall not:
Ashwalkers are encouraged to stay away from the lavaland mining base. Messing with the lavaland mining base without proper roleplay reason will result in admin action.
Ashwalkers are a neutral faction that is aligned with the necropolis. The goal being to defend your tendril and protect your home.
If the tendril is destroyed, ashwalkers may locate the group responsible with a fury and purpose of war.
They are not to go to the station without a roleplay reason to go. Examples include a curator inviting the tribe to see the station, a horrible medical injury that only the station can supply care for, or aggressive action from local megafauna. These open up some room for roleplay opportunity.
The tribe may be aggressive to miners if escelation is followed.
If you are given antag datum by being transformed into something, you are an antag. Be it by polymorph, floor pills, or what have you. Do not seek to get polymorphed or changed as that will be self antagging. If you are an antag and are spreading something that convets people, it's fine. Remember to escalate. Distributing things that convert people into antags as a non antag is self antagging.
Maintenance should be a spooky and scary place to be in. If you are deep in maintenance tunnels, antagonists can get you a little easier than out in the open of the rest of the station. If you somehow find yourself in a trap and then an antagonist gets you, you'll have firmly walked into their trap!
Antagonists: Feel free to do things like making traps, setting up elaborate schemes in order to lure people into maintenance. You can't just simply walk out, knock someone out, drag them in and then kill them. Whoever you wish to antagonize should be established in maintenance of their volition.
So you wanna be a robot, eh? There's a few additional rules that silicons adhere to for our default AI lawset shown below.
This is how Crewsimov++ functions in game, and will be the bread and butter laws of the land. Events during the shift can result in you having any number of additional laws assigned (or in the alteration of your starting laws). Follow any and all laws to the best of your ability.
Quite simply, if they're on the manifest, they are crew. It's frankly a far more flawed concept than things like Asimov where a human simply has to exist to be protected.. Here, if a crewmember is being a real piece of work and the crew removed their medical/security records, they're not crew anymore and you are free to treat them as such.
Please note that as the AI, while you may have access to view and edit records yourself, you are not authorized to remove records under any circumstance as that violates Law 1.
The laws in their order of precedence:
Laws take priority from top to bottom, with the top being of the highest importance and bottom being the lowest. For example, if you have a lawset containing Crewsimov++ laws 1-3, but are given an additional law 0 stipulating that your primary objective is to maximize the station's production of bananas, you no longer have to adhere to laws 1-3 if you have plausible reason to believe doing so would interfere with producing as many bananas as possible.
Who? | Crew or Not Crew? |
---|---|
Pirates | Not Crew |
Ninjas | Not Crew |
Nukies | Not Crew |
Changlings | Not Crew |
Florida Man | Not Crew |
Stowaways | Not Crew |
Xenomorphs | Not Crew |
Spiders | Not Crew |
Venus Human Traps | Not Crew |
Slashers | Not Crew |
Teratomas | Not Crew |
Cultists | Crew |
Paradox Clone | Crew |
Anyone on the Manifest | Crew |
Players may explore deep space at their leisure. However, deep space is considered an escalation light zone, and antag status is not needed for player conflict. With this you are allowed to murder someone for items on their person. If you fight someone and they make it back to the station and report you, you are beholden to space law. Masking your Identity is important. Just remember that in space, Nobody can hear you scream.
People must be established in space by their own volition before you frag them. No dragging someone into space and just murdering them the moment you are off the Z.
If you are a space bound ghost role, you are not to go to the station without the station properly interacting with you first. A space explorer or two doesn't count.
Sec has every right to take your contraband. While on the station with said contraband you are not an antagonist. Make sure to to get proper paper work and approval.
The soul of SS13 lies in being more of a one-shot D&D session than a game of Warhammer. That is to say that the primary focus of the game should be the journey, not necessarily whether you win or lose, or whether or not you make it back alive (or as the same person you started the round with!)
Just like a tabletop Roleplaying Game, SS13 requires a bit of, well, role play. Monkestation itself has no minimum character roleplay requirements, but building a character that you play as can give yourself interesting constraints to play within, as well as make the game more interesting for the people you interact with.
This can seem pretty overwhelming if you don't consider yourself the most creative, but that's okay! You don't have to be exceptionally creative to make an RP character. You don't even need a 25 page back story with all of your characters wants, fears, and needs encapsulated in an encyclopedia. The beauty of round based experiences like SS13 is that you can develop your character's story as you play them, making any interaction or event canon to that character's lore, or an integral piece of information that motivates them.
The self-insert: There's nothing wrong with just plopping yourself into a game. In fact, some of the most memorable characters are self-inserts. Because what do you know better than yourself? For a self insert, you don't even have to fully place a carbon copy of yourself into the game, you can instead take some bits of your personality and exaggerate them. Be careful not to get too attached to them though.
The shameless rip-off: Another easy way to make a character is to just take a character you like from other media and insert them into space. An established character already has the groundwork for motivations and typically how they'd react to new things.
The straight-man: This is an incredibly common character archetype in media, and works in any situation. The key to the straight man is to just react to the surroundings as if they are in fact, not normal at all.
Check out the different available species and quirks in the preferences! Even hitting the random button can give you a burst of inspiration.
Roleplay (RP) is a creative and immersive form of interactive storytelling within the gaming world, where players assume the personas of fictional characters and actively engage with the game environment and each other. Unlike conventional gameplay, RP transcends mere strategic decisions or objectives, focusing instead on the authentic portrayal of characters with distinct personalities, backgrounds, and motivations. It is a collaborative venture, weaving a tapestry of narratives that evolve dynamically based on the characters' interactions, choices, and the unfolding events within the game. RP adds depth, emotional resonance, and a shared sense of storytelling to the gaming experience, transforming virtual worlds into vibrant and living landscapes of imaginative exploration.
Consistent Behavior:
Interactions:
Collaborative Storytelling:
Consider "Yes, And" to build upon the contributions of others and further enrich the collaborative storytelling experience.
In the context of roleplaying games or collaborative storytelling, applying "Yes, And" means acknowledging and embracing the contributions of other players. When someone introduces an element or idea into the story, responding with "Yes, And" involves accepting that contribution and adding to it, contributing to a richer and more dynamic narrative. It encourages inclusivity, creativity, and a cooperative storytelling experience.
Embarking on your first roleplaying (RP) adventure can be both exhilarating and a tad overwhelming. Fear not! This guide is here to offer guidance for those new to the RP realm. Here are some tips to help you along your journey.
With respect to roleplay, the Blackout Policy dictates what your character will and will not remember in post-death scenarios. These rules are in place to help attempt to make the playing field as fair as possible for all players.
With respect to death and revival, there are going to be some expectations of how far you remember. The method of revival will help determine what you will remember. We'll start with the most restrictive memory requirements up to the least restrictive.
Method | Memory Limit |
---|---|
Cloning | Up to the most recent clone scan. If post-death scan, roundstart knowledge |
Normal revival/defibrilation | Anything up to small details of your death, but not identity of the murderer |
Antagonist Revivals | No limit |
Brain on MMI | Normal revival |
Strange reagent | Normal revival |
Xenobiology/Slime person | Normal revival |
Some specific notes regarding the revivals:
Outside of deaths, there are certain events that inflict varying degrees of memory loss: