Server Rules
To ensure a fair and enjoyable gaming experience for all, please read and follow these rules carefully.
Standard Rule
Warning Offense
Ban Offense
Recording Software
Recording software is required unless express permission is granted by Staff.
This is required for evidence in disputes and reports.
Character Creation
1.
Age Requirement: Characters must be over 18 years of age.
2.
Realistic Names: Use only realistic names appropriate for the time period.
3.
Name Approval: Staff reserves the right to remove characters whose names are offensive, memes, or otherwise inappropriate.
4.
Jobs: You are allowed up to 3 jobs per pair of boots (per character). All 3 jobs must either be law-abiding or criminal—no mixing.
5.
Multiple Whitelisted Jobs: You may have multiple whitelisted jobs. However, you may NOT use the benefits of one job for another.
- A lawman who is also a railroad conductor may not use a train to respond to a scene.
- A lawman who is also a horse trainer may not perform free upgrades for other lawmen.
Out of Character (OOC)
Players are required to remain in character at all times.
Out-of-character (OOC) communication is strictly prohibited within the in-game environment. This includes global chat, voice chat, or any other means that disrupts immersion.
OOC Communication with Staff
Do NOT DM Staff for support. All support matters must go through proper channels:
- Open a ticket in #make-a-ticket
- Use #law-report for law-related issues
DMing staff about support matters may result in your message being ignored.
Server Voice Channel Rules
If you are in a server Voice Channel, under no circumstances can you use these to Meta-Game.
Cop Baiting
Cop Baiting refers to intentionally provoking law enforcement in an unrealistic or excessive manner. Examples include:
- Purposely committing crimes in front of lawmen just to get a response
- Lingering around the sheriff's office to taunt without RP reason
- Repeatedly fleeing or baiting pursuits without valid in-character motive
- Making false or exaggerated reports to waste law enforcement resources
- Targeting lawmen for no roleplay reason
Cop baiting creates low-effort interactions that diminish quality roleplay.
Prohibited Roleplay
1.
Serial Killers/Murders (Requires Government Approval)
2.
Hitman RP (Requires Government Approval)
3.
Rape - Strictly Prohibited
4.
Using harassment as revenge (know when to stop)
5.
Revenge is a one-time event. Do not repeatedly harass players.
6.
Suicide - Strictly Prohibited
7.
Supernatural (Requires Government Approval)
8.
Torture (Requires Consent of All Parties)
9.
Slavery - Strictly Prohibited
10.
Erotic RP in public (Private property only)
11.
Religious RP (Requires Government Approval)
12.
Mute Characters (Requires Government Approval - open ticket for medical exceptions)
13.
Pregnancy RP
14.
Acting under the age of 18 - Strictly Prohibited
15.
Arson Roleplay
16.
Impersonation of Whitelisted Jobs
Mind Sharing
Mind sharing is using knowledge known to your other characters onto another character. This is EXPRESSLY PROHIBITED as a form of powergaming.
This includes telling someone else to relay information to one of your other characters.
Metagaming
Metagaming (using Discord chat or external sources to share in-game information) is against the rules.
This includes using information retrieved from streams.
Powergaming
Powergaming is strictly forbidden. This includes abusing game mechanics or playing impossible scenarios for your benefit.
Examples of Powergaming
1.
Z-out of a rope
2.
Using knowledge of the rules to manipulate a scene in your favor
3.
Using information known to your other characters ("cousins")
4.
"Passing" weapons through prison bars
5.
Triggering alerts to your advantage (e.g., leaving bank alert until law clears)
6.
Use of third-party applications
7.
Hiding robbery items in Safe Deposit Boxes or bank during robberies
8.
RP of holding Political Office without Government approval
Fear of Life Numbering
Law & Cavalry
Must fear for life when outnumbered 3 to 1
Example: 1 Law vs. 4 Criminals
Below this ratio: May react strategically if there's a logical opening (threat distracted or weapons lowered).
Criminals
Must fear for life when outnumbered 2 to 1
Example: 1 Criminal vs. 3 Lawmen
Below this ratio: May act strategically if threat is not immediate or there's a logical escape opportunity.
Value of Life
You must act to keep your character alive like in real life. Violations include:
- Running towards gunfire if you are not LEO
- Pushing in a gunfight unless coming from behind
- Failing to heed threats when outnumbered or at disadvantage
- Jumping off roofs/rocks that could cause serious injury
- Returning to the crime scene after leaving
- Attacking/grabbing/thrusting outside of melee range
Violence Rules
1.
Roleplay Development: Establish character backgrounds, motivations, and objectives through in-game actions and dialogue before any shootout.
2.
Shootout Initiation: Once the scene is sufficiently developed, the shootout begins. Emphasize suspense and tension.
3.
Combat Resolution: Embrace dynamic combat and allow unpredictability to influence the outcome.
4.
Consequences of Defeat: If defeated, you are barred from returning to the area for one hour.
5.
Post-Conflict: Roleplay the aftermath - tend to wounds, loot, deal with consequences.
6.
Respect & Fair Play: No disruptive behavior or exploiting mechanics. Maintain a collaborative atmosphere.
7.
Adaptability: Embrace creativity and improvisation within the game world.
RDM / VDM
Random Deathmatch (RDM) - Killing someone at random - is strictly prohibited.
Vehicle Deathmatch (VDM) - Running over random people with a horse or cart - is strictly prohibited.
This includes killing NPCs or "natives" without reason.
Hogties
1.
You cannot free yourself from hogties if someone has tied you up.
2.
You can only break out if someone "loosens the ropes" or you're left unattended for more than 10 minutes.
3.
If being dragged, you can cut the rope to free yourself.
4.
Neither party may use lasso/rope after violence has begun. Lassos cannot be thrown at players in conflict.
You cannot use a lasso to skip roleplay. Chasing someone and lassoing them without dialogue/intimidation is considered "robbery with no interaction" and includes murder.
Death Rules
1.
Only the player can choose to permanently kill their character.
2.
Only the player can determine the extent/location of damage. Injuries must be realistic with realistic consequences.
3.
People must not be thrown into deep caves or unrecoverable places.
4.
If staff needs to get involved, it's considered a body dump.
5.
You are not allowed to speak while downed unless requested by a doctor or law.
6.
If knocked out in a scene, you cannot attack again after recovering.
7.
If knocked down and people from the scene are still nearby, you cannot respawn.
8.
Water rescues only happen in body dump situations. Swimming/boating is at your own risk.
New Life Rules (NLR)
1.
If revived by doctor, law, or witch doctor: You cannot remember anything from the last 30 minutes, and nothing after you were knocked out.
You may describe injuries to a doctor but NOT who caused them.
2.
If forced to respawn ("see the light" / press E): You lose one hour of memory before being incapacitated.
Permadeath
All permanent character deaths must be submitted through a formal ticket including:
- Reason for the permanent deletion
- Any wills associated with the character
- Detailed plan of circumstances leading to death
- Individuals involved in the death scene
Inheritance rules:
- Half of items and money may be inherited by a designated individual
- Properties can be bequeathed to a spouse
Duels
Duels must be announced and approved by ticket. At the end, the loser MUST permanently kill their character.
Combat Log
Combat logging (F8 exit or game exit while knocked down or pursued) is prohibited. Logs show the difference between crashing and exiting.
You will be removed from the scene and unable to fight again upon return.
Headpop
You can remember everything leading up to your headpop, but not what happened after.
If all parties agree to re-engage upon return (e.g., during negotiations), this is permissible, but no renewed violent activity can take place.
Player Robberies
Interaction Requirements
1.
You must interact with a player for a minimum of 30 seconds before robbing them.
2.
The interaction must make sense as a leadup to a robbery. Don't just talk about the weather then rob.
3.
If you disengage for one minute, or both parties lose visual, you must reestablish the 30-second interaction.
Loot Limits
4.
Chain Robberies: Cannot be less than 30 minutes apart per person (entire group shares timer). You CANNOT empty all items.
5.
Loot Limits: Take only 2 items and money (1 stack) per victim.
6.
On-Duty Law/Medical: Can only be robbed of 1 item and money.
7.
Tools and outfits cannot be stolen.
8.
Wedding/Engagement Rings cannot be stolen due to personalization.
Restrictions
9.
Cannot force a player to "trade" or "give" tools, or force inventory/ledger access.
10.
Cannot force a player to withdraw money from bank.
11.
Cannot kill someone then rob their horse/wagon.
12.
Cannot rob someone you've killed OR kill someone you've robbed (unless they resist).
13.
Cannot interact with players in shop/clothing/job menus.
Cooldowns
14.
Cannot rob the same player twice within two hours. Cannot follow them until timer expires.
15.
Cannot rob a player you just traded with until 1 hour has passed.
Horses & Wagons
16.
Items CAN be stolen from remaining horses and wagons left out.
Hogtie Rules
17.
When tying someone up, you must untie/loosen before leaving. Use /me to inform them they can break free once you leave. Victims cannot pursue.
Lawmen & Medical Personnel Robbery
On-Duty Lawmen CANNOT Be Robbed If:
- On the way to a call / enroute to a scene
- In the middle of an active scene
- They have just finished a scene with you
Targeting lawmen for no reason is cop-baiting.
Doctors/Veterinarians CAN Be Robbed If NOT:
- On the way to a call / enroute to a scene
- In the middle of an active scene
- They have just provided care for you (within last 5 minutes)
Bank / Fort / Store / Oil Rig Robberies
1.
Cannot rob the same fort or bank more than once per server restart.
2.
Cooldowns: General Store robberies have a 1-hour cooldown each. Must wait an hour between different locations.
3.
Once escape/shootout is agreed upon, it cannot be changed without notifying both parties.
4.
Negotiations: Negotiators must NOT be shot during active negotiations until clearly ended.
5.
Marksman/Snipers cannot initiate the shootout after negotiations end.
6.
Fort Robberies: Only get negotiations if hostage is present. Negotiator and hostage must be at front gate or Fort will be breached. No hostage = shootout starts immediately. Cavalry soldiers are part of the challenge.
Hostages
1.
From hogtie, you have 15 minutes to start the crime. After 15 min, release and find new hostage.
2.
Cannot use party members or friends as hostages.
3.
Hostages must follow orders or can be killed (Fear for Life).
4.
Hostages may not be robbed during these scenes.
5.
Players' houses and businesses may not be looted.
6.
Neither party must disclose number of people involved. Only specify presence of foreign shooters.
7.
Law must attempt to negotiate safe release. Criminals must be reasonable in demands.
8.
Hostages MUST be players held against their will. Not friends, associates, or gang members.
Miscellaneous Crime Rules
1.
Maximum group size per crime: 7 people. Cannot split into multiple groups to bypass.
2.
Cannot change clothes/appearance for 30 minutes after a crime.
3.
You may use "/" commands to adjust current outfit items but cannot get new pieces.
4.
Cannot leave the county for 30 minutes after crime (unless booked and jailed).
5.
Masked offenders cannot be identified by voice alone unless seen putting on/removing mask.
6.
Cannot sell contraband in Guarma (no risk = not allowed).
7.
Cannot run in cuffs - this is powergaming.
8.
Cannot escape during hogtie-to-cuffs transfer (game mechanic).
9.
Cannot mass burn notes to start fires.
10.
Gatling Guns/Cannons: Unauthorized use = shoot on sight by Army. If robbing, you may only take this one item.
Gang / Family Rules
Registration
1.
Groups over 3 players acting as gang/family must be registered via gang application before any gang-related RP. Unregistered gangs = ban without warning.
2.
Crews must have at least 5 active members (including leader). Falls below = 30-day notice to improve.
3.
Leaders must have 2 weeks Discord activity and 20 hours in county to apply.
Camp Flags & Territory
4.
Camp Flags placed by leader after purchasing for $150,000.
5.
Flags must not be placed within towns.
6.
Flags only on private property owned by group member.
7.
Gangs can DEFEND owned private property without restrictions. Attackers limited to 7 people.
Structure
8.
Must be strictly law-abiding Family OR Criminal gang. No mixing. Criminal gangs can only own businesses in criminal towns and cannot own core businesses.
9.
15-day trial period for new gangs - only 2 warnings before disbandment.
10.
New gangs must wait until trial ends to start gang wars.
11.
Characters leaving a gang have 7-day waiting period before joining another.
12.
Only one gang/family per pair of boots.
Gang Expectations & Suspension
Leader Responsibilities
Leaders are expected to ensure members comply with server rules. Their actions are YOUR responsibility.
Requirements: 1-2 leaders, minimum 5 active members, characters on ONE gang list only.
Strike System
1st Strike: Warning - time to make adjustments
2nd Strike: Gang suspension (typically 2 weeks)
3rd Strike: Risk of disbandment or other penalties
Strikes lifted after 30 days if behavior doesn't repeat.
During Suspension
All gang activities prohibited: territory invasion, moonshine, drug sales, retaliation as a gang. No exclusive colors or banding.
Gangs may have 1 restricted color item + 1 belt buckle.
Gang Wars
Declaration
1.
Both leaders must open a Staff Ticket before declaring war.
2.
Something significant in RP must happen for war to begin. Bad cause = admin intervention.
3.
Wars declared face-to-face between leaders. Announcement and first attack must be separate scenes.
Combat Rules
All attacks must occur in gang territory. Attackers must wear gang colors.
Non-gang members must leave or surrender. Engaging = joining the war.
In gang territory, initiation rules suspended until scene completes. Sniper rules still apply.
Cannot use /alertdoctor during gang war. Medical comes voluntarily.
War Mechanics
Wars occur on daily cycle: 1 attack + 1 retaliation per day, max 7 days.
Attacker cannot attack again until defender counterattacks.
If no retaliation within 3 days, war ends - attacker wins.
Leaders can request peace face-to-face at any time.
Gang Identifiers
1.
Gangs must provide 1-2 specific clothing items as official identifiers. These are exclusive and off-limits to others.
2.
Identifiers should clearly identify your gang during war.
3.
All items must be approved and visible to other gang leaders.
4.
Colors must be specific enough to not be accidentally worn by regular players.
5.
Just "red mask" doesn't count - must be specific items.
6.
If someone wears your identifiers, politely ask them to change or they face consequences.
Hostile Scene Caps
1.
Gang Limit: Max 7 members per side in hostile scene. Can exceed if both sides equal.
2.
Law Limit: Max 7 members. Exception: Cavalry (/alertcav) doesn't count toward cap - they rebalance scenes.
Fort Robberies: Both law and cavalry may already be on site. Full criminal crew expected but not required.
3.
Alliance Limit: Combined allied groups max 7 per side. Can exceed if sides are equal.
Business Ownership Rules
1.
Only one core/high-ranking whitelisted business per player.
2.
Businesses require upkeep. 2 weeks inactive = confiscation.
3.
If unable to access for 2 weeks, open a ticket to inform staff.
4.
Keep rates within 20% of state target.
5.
Do not buy goods from other stores to resell.
6.
Criminal record = no business ownership (unless specified for criminals).
7.
Signs must be attached to walls/poles, not floating. Max 7 signs per business.
8.
Business owners cannot commit crimes (banks, forts, stores). Business will be seized. Gang involvement forbidden unless criminal-owned.
9.
If business seized by DOJ, cannot operate for 7 days.
10.
Cannot move shop token without government approval.
11.
Shop tokens in town limits must have blip OFF. Only use blip outside town.
12.
Past warnings/bans may affect business application eligibility.
Real Estate & Housing Rules
1.
Must be in county for at least 1 week before buying a house.
2.
No furniture placement in town limits (unless permitted).
3.
No ranches in town limits.
4.
Hideouts on properties may need to move if someone buys/repos the house.
5.
We do not build houses on empty land, do not open a ticket to ask for one.
6.
If buying new house while owning one, must list old home first. You may only own one home.
7.
Realtors must be included for any house to be repossessed. Open a realator ticket and submit request after using #housing-availability.
8.
Houses cannot be gifted or willed to anyone.
9.
Do not double-stack props to make fortress walls. Use common sense.
10.
No moonshine stills in houses or hideouts.
11.
Inactivity over 2 weeks = houses auto-repossessed (except donators with repo whitelist) and are not entitled to compensation.
Hideouts / Camps
1.
Raids only when both attacker and defender are online.
2.
10-minute raid timer to set up strategy. After timer, you can hack in.
3.
Only 1 raid per storm.
4.
Defenders cannot camp entrance and kill attackers on entry.
5.
Attackers can take from hideout inventory/ledger on table.
6.
Raids max 7 vs 7 (see hostile scene caps for exceptions).
7.
When raid activates, it's KOS - but identify defenders are gang members first.
Train Conductors
1.
While Driving: Conductors cannot be robbed or shot while actively operating the train.
2.
While Not Driving: Conductors CAN be robbed/shot when off-duty, on break, or away from controls.
Guidelines: Follow general RP rules, give conductors chance to respond, no excessive targeting.
Alerts
1.
Do not use alerts to lure people into danger.
2.
Victims cannot alert law/medical during scene unless someone reasonably saw them. Can alert after knocked down or scene ends.
3.
After alerting, you must stay at scene until help arrives or confirms they don't need you.
Corruption
1.
Crimes by medical, cavalry, lawyers, or DOJ are prohibited. May lead to ban and corruption charges.
Includes selling police equipment or taking bribes.
2.
Bounty hunters can technically commit crimes but will lose license permanently if they get a record (even after expungement).
In Custody
When in law custody, if you request to be uncuffed/untied to eat or drink, you CANNOT attack or flee. You must remain in custody.
Re-Entry Rules
Re-entry means returning to a scene after RP concludes:
- If you lose or get knocked down, you must leave the area
- If you leave mid-scene, you cannot return for the heist
- If you "won" a city crime, leave for at least 60 minutes
- Can collect bodies/loot on the trail but cannot re-enter town/scene for revenge
- Losers on private property don't have to leave but must stay out of sight
/Scenes
Scenes used for vandalism, graffiti, or unapproved advertising are not allowed and will be deleted. This affects server performance and is a bannable offense.
Nudity
You may only be naked on private property and not in public view. Subject to arrest.
Financial Transactions
All financial transactions made 15 minutes before the storm may fail. Wait for the storm to pass.
Penal Codes
The penal code and city ordinances must be respected. Violations result in in-game consequences.
Penalty System
1st Violation
Warning and documentation
2nd Violation
Temporary ban (24 hours)
3rd Violation
Temporary ban (7 days)
Serious Violations
Permanent ban
Unless determined that immediate removal is required. Staff discretion applies.