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Roleplay

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Guiding Principles

While players are largely free to create their own stories, certain behaviors are considered "bad-form," and others are strictly regulated. Please keep these principles in mind when planning your future arcs.

  • Mutual Respect: Everyone has differing perceptions of nations and regions. When planning multiplayer stories (diplomatic visits, conflicts, etc.), clearly communicate your intent. Enforcing your will on others or "powerplaying" will damage your reputation as a player.
  • Consent-Based RP: All Roleplay is based on the consent of involved parties. If you wish to engage in conflict with another player's nation, that player must consent. They may decline or void any RP regarding their nation that they have not sanctioned.
  • Coordination: We strongly advise figuring out the main points of a story arc via DM or the Discord "rp-discussions" forum before "going public." This prevents third-party interference from disrupting your process.

Enforced Rules

  1. No Real-World References: Referencing real-life figures, nations, religions, or organizations (e.g., Hitler, NATO, Islam, etc.) is strictly forbidden. This includes fictional real-world references (e.g., Cinderella, World of Warcraft). Use in-game equivalents instead.

    [View the equivalent list HERE]

  2. Original Work Only: Plagiarism is strictly banned. You may quote real-world material sparingly, provided you link to the original source.
  3. No AI Text Generation: The use of AI or ML tools to generate roleplay text is strictly prohibited. However, using AI to generate SFY/Rule-compliant images is permitted.
  4. No Sci-Fi or Fantasy: Technology is capped at what is currently available in the real world. You can roleplay research (like nuclear fusion), but it cannot be commercially available or "magic."
  5. Borders & Assets: Your control ends at your borders.
    • Seizure: If an international partner turns hostile, buildings/assets can be seized unilaterally within realistic assumptions, but characters and liquid capital are assumed to be able to flee.
    • Inactive Nations: You may end existing involvements with inactive nations (e.g., pulling out companies), but you cannot expand your involvement or territory into them.
  6. Character Ownership: Characters belong to their creators.
    • Transfers: Use the [Character Transfer Thread] to pass control.
    • Inactivity: Characters/Bloodlines inactive for 250 years can be applied for with a synopsis of your plans.
    • Cadet Branches: You may create "Cadet Branches" (e.g., House Smith-Johnson) to link to famous inactive houses without needing a full transfer.
  7. Retconning: Retconning major established events is considered bad-form. To start an official retcon process, [Submit a Request HERE].
  8. Foreign Privileges: Privileges held in a nation that is now empty cannot be expanded without the consent of a new player who eventually takes over that slot.
  9. Nuclear Weapons & WMDs: These are generally unavailable. To develop or use them, you must submit a detailed request to moderation. Approval is rare and only granted if the story goals cannot be achieved by any other means.

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