Server Rules: Factions

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Criminal & Faction Rules: General

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Criminal Roleplay Expectations

Criminal roleplay should reflect a character's slow and realistic evolution into criminality. We discourage sudden escalations into high-tier crimes without appropriate character development.

Crimes such as robberies should not be hastily initiated with inadequate planning or character interaction. Quick-to-kill behaviors and lack of details in crime scenarios are also strongly discouraged.

Using "/me" commands to illustrate your character's actions and intentions in crime scenarios is essential. It enriches the roleplay experience, making interactions more immersive and character narratives more coherent.

We value depth, realism, and gradual progress in criminal roleplay.
Examples
  • Player A's character, newly arrived in town, attempts to rob a bank without any previous crimes or character buildup.
  • Player B launches into a violent shootout with law enforcement immediately after committing a minor theft.
  • During a robbery, Player C quickly kills a hostage without any proper negotiation or character interaction.
  • Player D orchestrates a major crime spree without utilizing any "/me" commands to describe their character’s actions.
  • Player E's character, a law-abiding citizen yesterday, starts leading a notorious gang today without any proper character development.
  • Player F leaves no /details after a robbery, indicating something that could lead back to them.
"Take a penny, leave a penny."

When taking items from someone indirectly such as stealing items from a storage or property, or stealing items from around a grave you should leave indications that roleplay has taken place. For example, if robbing a gravesite of sentimental items from it, you should leave indications that something has happened. Is could be as small as a detail that says "The camera would be missing, a small piece of clothing is snagged on the broken window" or "There would be tracks leading North." or "Footprints are unevenly spaced, as if the person has a limp."

It is HEAVILY encouraged to leave clues and a breadcrumb trail back to yourself if you are taking something to allow the story to continue instead of reaching a dead end.

Examples
  • Stealing items left behind by another player with no details left to indicate roleplay has taken place.
  • Stealing items from a storage with no details as to who did so or how they did it.
Punishments
  • A temporary ban from the server for a period of 24-72 hours to reflect upon the violation.
  • Depending on the severity and persistence of the violation, a 1-week ban to a permanent ban from the server may be enforced.

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Common Robbery Rules

Robbery roleplay should primarily be conducted for enhancing the storyline and not for acquiring immediate assets. It's important to remember that the essence of roleplay is to create immersive and engaging stories. Therefore, any robbery activities should be driven by a well-thought-out plot and strong roleplay.

Participants must utilize commands like /me and /do to enrich the narrative and provide a detailed description of their actions and surroundings. This contributes to a more realistic and fair environment.

The goal should not be to gain an unfair advantage over other players, but to create exciting and engaging narratives that contribute to the overall enjoyment of the game for all participants and drive a storyline as a whole.

On the opposite side, those whom are being robbed, must show some form of fear during the ordeal, and provide strong and capable victim roleplay to those who are robbing them.

Basic Robbery Rules

1. Players must conduct robberies realistically, implying proper motivation, fair play, risk-assessment, and restricted use of high-end weapons for trivial robberies.

2. Avoid robberies in crowded regions minimizing potential witnesses and high-risk, low-reward situations, such as using a Carcano for stealing something trivial like a Cattleman.

3. Robberies should emphasize on quality roleplay, ensuring an enjoyable and detailed experience for all parties rather than a quick theft. Minimal actions or "hands-up-rob" strategy which adds nothing to roleplay are not tolerated.

4. Victims should not be harmed post-robbery unless they pose a genuine threat to the robber's freedom or life. Open provocations by victims are grounds for harm.

5. You should not rob someone you've just revived or camp near and rob a previously downed person.

6. Planning a robbery should be thoughtful, not just "let's rob a store". Unrealistic tropes such as mask-clad, high-end weapons are heavily discouraged.

7. Robbing spree in any towns is considered low standard of robbery roleplay. Consider well-planned, immersive scenarios over impromptu hogtieing hold-ups.

8. Do not repeatedly target the same individual for robbery in a given storm cycle. Repeated targeting should only occur if the victim continues to provide valid in-game reasons.

9. After committing robberies, avoid changing your character's clothing in the same town for a 45-minute timespan. This encourages realistic roleplay keeping in-line with characters being on edge post-robbery, rather than exploiting game mechanics like mask ID-ing.

10. You must wait 1 hour between player robberies, this is to emulate the off-chance they've ran to Law and you're on the run.

11. You must not use an NPC in the place of a robbery.

12. Robbing players while they are on a menu is not allowed whatsoever. (Avoiding a robbing by staying on a menu is considered Powergaming and is liable to punishment)

13. You may not force another player to take items/money out of their bank.

14. Chain-robbing is discouraged, you must conform to the below cool-down periods.

15. You may not commit crime 15 minutes before & after the server restart times.

Robbery Limits

"We should recognize that everyone is here to have fun as a community."

As such, storage wiping will not be tolerated and judged on a case-by-case basis.

Player Robberies:
Hotbar + Cash + Maximum of 3 Items from their inventory

Player Wagons:
Player Limits (Detailed above) + 10 Item/Stacks from the Wagons This rule does not apply to unattended wagons, please be courteous and use common sense, if a wagon is alone on a road, chances are there was a crash, use your noggin'. (Due to Wagons able to have lockboxes, all valuables should be in there.)

Player Businesses:
Player Limits (Detailed above) + 3 Item/Stacks from business storage.

Player Boxes: Player Limits (Detailed above) + 5 Item/Stacks This rule does not apply to public unattended boxes.

Crime Related Items are exempt from the "Rule of Three", these are all fair game. motajoint, cocaine, grave robbery items, moonshine, handcuffs, black market goods, gold bars, dirty money etc.

Punishments
  • A temporary ban from the server for a period of 24-72 hours to reflect upon the violation.
  • Depending on the severity and persistence of the violation, a 1-week ban to a permanent ban from the server may be enforced.

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Large Scale Robberies

Given the historic setting of 1899, all store and bank robberies must be thoroughly thought out and meticulously planned, reflecting the period's reality. Impromptu or hastily executed crimes are discouraged.

Bank and store robberies are significant crimes that should involve in-depth and elaborate planning. This may include understanding the target's layout, gauging law enforcement response, and preparing an escape plan.

Players should ensure their characters are prepared to face the realistic consequences of these high-stakes crimes, which could include being wanted by law enforcement, bounty hunters, and other characters.

Player Business Robberies

To maintain balance and to ensure that all players have a fair and enjoyable experience, a player may only rob ranches or businesses every 4 IRL days. This rule is designed to prevent excessive robbery scenarios and to allow all players ample opportunities for their own roleplay, story development and reflecting of realistic after-robbery roleplay. A gang would not be hitting stores over and over in the span of 4 days, regardless of what you try and tell us.

Examples

If Player A robs a ranch on Monday, the player and the group involved cannot rob that same Ranch or a new business until Friday. This grace period allows for roleplay development and narrative progression, and slows down the constant robberies.

It is prohibited to use a new player who was not involved in the first robbery to circumvent this rule. For example, Player A cannot recruit Player B to rob the same ranch the next day to bypass the four-day rule. This action would be considered a breach of the rule and will result in the full group being handled as one, there is no exception to this.

Store Robberies

Hostage Rule: Utilizing a friend as a hostage during a robbery is strictly prohibited. A hostage situation should always involve non-affiliated characters.

Law Disclosure: The number of robbers involved in any given crime must be disclosed to law enforcement. However, their location should not be specified. This allows for a level-playing field and realistic investigative roleplay.

Cool-Down Period: There must be an interval of 1 hour between script-wise store robberies, player robberies are detailed above.

NPC Usage: The use of NPCs in robberies is not allowed.

Menu Immunity: It is forbidden to rob players who are on a menu. Conversely, avoiding a robbery by staying on a menu is considered powergaming and is subject to punishment.

Player Coercion: '=Forcing another player to extract items or money from their bank during the act of a robbery is strictly prohibited.

Unrealistic Behavior: Actions such as robbing a store in St. Denis, escaping through the alleys, changing clothes in a local store or at Faction HQ, and then casually walking around.

Bank Robberies

Haven't we done this before?: All the above rules are applicable to Bank Robberies.
Cool-Down Period: There must be an interval of 4 hours between script-wise bank robberies.
Shooting Instantly: You must allow some form of negotiations to take place before firing upon Law, on the flip-side this also applies to Law players, you must allow negotiations to fall flat before violence escalation.


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Body-Dumping

Generally, you are discouraged from moving anyone's body after you down them. This is because your character would usually not want to risk being found with someone who you have possibly killed. Allowing them to be treated also allows the storyline between the characters to continue on.

There are some niche circumstances where you may want to move a body. This must be performed under the following restrictions:
1. No Sea Disposal: Placing a body in the sea is strictly prohibited. The sea, in this context, is defined as the water edges of the game map.
2. Accessible Dumping Allowed: Bodies can be placed in lakes, wells, or off cliffs, as long as these locations remain accessible to others for potential discovery or retrieval. Avoid depositing bodies in deep water that can be difficult to access.
3. No Lingering: Once a body has been placed, players should vacate the area in a sensible amount of time. Lingering may raise suspicion and undermine the realism of the roleplay.

Examples
  • Player A threw the body of Player B into the sea at the edge of the map.
  • After disposing of Player C's body in a lake, Player D lingered at the scene to watch the ripples fade away.
  • Despite knowing the lake's depth, Player E placed Player F's body there, making it nearly impossible for anyone else to retrieve or discover it.
  • After a showdown, Player G chose to dispose of Player H's body in the inaccessible deep waters of the lake.
  • Unable to resist the temptation, Player I stayed longer than necessary at the cliff edge, observing the body of Player J she had just dumped.

Unless the intent is to get caught, then you're exempt from this.

Punishments
  • A temporary ban from the server for a period of 24-72 hours to reflect upon the violation.
  • Depending on the severity and persistence of the violation, a 1-week ban to a permanent ban from the server may be enforced.

Criminal & Faction Rules: Faction & Group Specific
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Faction Limits & Posse Sizes

Recruiting Members into your Illegal Faction: All recruitment to a faction must be done In-Character. Characters must meet naturally to encourage story driven roleplay.

Any member of Law Command (Ld. Deputy & Above) must be pre-approved by the Legal Faction Management Team to have a criminal alt.

How to qualify as a Faction: In order to qualify as a Faction, a group must maintain 3 active members at a minimum.

Acquiring a Faction Menu: Factions can request access to a Faction Menu by applying for it through this Application Form.

Faction & Posse Membership and Activity Limits

To maintain an environment of fairness, the following limits are set for factions and posses:
1. Each faction or posse is limited to a maximum of 15 enrolled members. This is to ensure that groups do not grow too large and dominate the server, allowing for a diversity of power and interaction among all players.
1.1 Hangarounds:

  • Associates are prohibited from participating in core criminal activities within the faction.

Core Criminal Activities Definition: This includes involvement in wars, bank and store robberies, and any major criminal enterprising.

  • Associates are permitted to engage in minor criminal acts deemed as "petty crimes" for the purposes of faction rulings, which include:

Selling Moonshine &/or Mota
Grave Robbing

  • If hangarounds members (Members who are not affiliated with the main Faction) choose to splinter off and create a new faction, they may:

Form an alliance with the faction they originated from, however they contribute towards the maximum of 2 ally limit. Upon forming such an alliance, they will be counted as one of the splintering faction's "Half Allied Factions" and will be considered as one entity under CRM/REO restrictions to prevent loopholing through multiple allied factions.

  • If the new faction opts not to ally with the main faction:

They will not be bound by REO/CRM restrictions pertaining to alliances. They must not form an alliance with the main faction subsequently as a workaround.

Any previous character kill (CK) agreements towards hangarounds are rendered null and void to prevent one-sided conflicts. Both sides are free from such obligations, thus allowing for fair and balanced interactions.

  • Splinter factions that become Allied Factions must:

Decide if they wish to maintain existing CK agreements with the main faction.
Engage in discussions facilitated by faction leaders to determine the status of CK permissions.
Formalize their agreement stance by opening a ticket with CRM, documenting the mutual decision. This will ensure that an official record is kept for reference and enforcement in case of future disputes.

  • Splinter factions that become Enemy Factions must discuss with the previous Faction Leader if they hold CK agreements.
  • Characters that turn "snitches, rats, etc" will not have their CK permissions rescinded.

2. When riding around the world or engaging in combat related activities, a posse must not exceed 6 active members. This is to prevent any one group from overwhelming others and to keep encounters balanced and manageable.
3. The active posse size limit also exists to prevent server strain and potential lag that can be caused by large groups congregating in one area, which might lead to technical issues, including culling (where the game’s engine starts to deprioritize and remove entities to maintain performance). This measure ensures that all players, whether in combat intentionally or caught in the crossfire unintentionally, can have a fair and responsive experience.

Leaving a Faction or new Faction Leadership:

  • Those who leave a faction and have signed off CK permissions will remain with those permissions held above them, unless discussed with previous Faction Leader(s).
  • Those who undergo a Faction change of Leadership, must realise that CK permissions are held to the Faction itself, no matter which Leadership can take over.

Unless defined in the CK clause set by Leadership of said Faction

Allied Faction Limits
  • Each faction is limited to a maximum of (2) allied factions.
  • Alliances must be declared and documented with server administration to ensure transparency and adherence to server rules, this can be done via a Criminal Roleplay Management ticket.
  • The purpose of this rule is to preserve server balance, encourage varied and dynamic inter-faction relations, and prevent any single faction from accumulating disproportionate influence through extensive alliances.
Punishments
  • Failure to abide by the Faction Limits can result individual punishments or faction-based punishments depending on the circumstance.

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Faction Conflicts & Definitions

Thank you Sheep & 50p for the following ruleset.

The term "Faction War" is a loose, over-arching term used to widely reference Faction Conflict as a whole. For two feuding factions who cannot find a resolve, it is imperative that we find a way to prevent conflict from going around in circles as this can typically be misconstrued as RDM (Random Death Match). More specifically it is Player-Kill Wars that provide a faction with the opportunity to avoid this.

Brief Overview

Faction Wars

Whether it be a faction suffering from conflict burnout or for those who solely wants to enhance the story that two warring factions have with one another - a Player-Kill War can be utilized to put an end to the hostilities whilst simultaneously allowing everybody involved to evolve their storylines in a fair manner that does not require the loss of a character.

Entering into a Player-Kill War Due to the nature of a Player-Kill War, any faction looking to impose a Player-Kill War or another faction must do so through the usage of the Criminal Roleplay Management team. Criminal Roleplay Management tickets can be raised on the Ranch Discord. Upon request from either party in a conflict, each faction leader will be added to a ticket in order to present the following: War Roster

War Roster

The War Roster is a list of active faction members who are to be involved in the Player-Kill War. This list is to be presented by each party to the Criminal Roleplay Management team upon request.

  • The roster cannot be changed once the terms of the war are finalized by the Criminal Roleplay Management Team.
  • Only active members may be included, activity will be judged by the CRM Team upon opening of a ticket.
  • Any members who are recognized to be going inactive should not be included so that the war does not continue indefinitely.
  • Any members who are inactive for 72 hours during a conflict will be removed from the roster.
  • Any members who go inactive to prevent their side from losing will incur a strike for their faction.
  • Any member who is banned during the PK-War will be removed from the Roster, unable to participate in further Faction Attacks.
War Terms

The aim of having War Terms involved in a Player-Kill War is to ensure that any conflict as a result of the Player-Kill War is balanced, paced and enjoyable for both sides of the conflict. War Terms must be reasonable. Prior to the commencement of a Player-Kill War, the Criminal Roleplay Management Team will coordinate with both factions to establish that the War Terms are within a fair scope.

Example One

A Faction intends to enter into a Player-Kill war against another Faction. The Faction is aware that they have dynamite and, in an effort to make the dynamic fair, demands that neither side may use dynamite during PVP.

Example Two

Two warring factions are attacking eachother's businesses however there's little roleplay being had given that neither faction is present during the hours of attack. A faction can negotiate with the opposition to request that attacks may only happen within a certain time-frame to encourage roleplay between the groups.

War Stakes

The most fundamental part about a Player-Kill War is that there are genuine repercussions as a result of a factions actions. Upon request, factions are required to provide 3 things that they are willing to part ways with should they lose the Player-Kill War.

What clarifies as a War Stake?

  • Businesses / Houses / Camps
  • Items
  • Characters
  • Money

In an effort to limit any metagame concern, factions should privately provide their assigned Faction Handler with a list of everything that they are willing to lose. The handler will serve as a confidential middle-man, communicating only within the CRM team to offer a range of perspectives in order to ensure that that this is a fair and balanced agreement. The Criminal Roleplay Management team is required to uphold balance by filtering out the War Stake submissions that are either significantly more or significantly less value than the oppositions War Stake submission, ensuring that the war is fair and balanced. Any Faction Handler with involvement in the conflict will not be included in the discussion.

Should any business or house that has been assigned ownership by the Real Estate Office be submitted as a War Stake, ownership will not be transferred to the victorious party. Ownership of the property will however be stripped from the losing party. Faction-assigned properties do not fall under this rule and are subject to takeover.

Should players be indecisive and/or unfair in their War Stake submissions, the Criminal Roleplay Management team reserves the right to submit and finalize War Stake submissions on behalf of a faction.

Player Kill Wars

After all War Submissions have been finalized and accepted, the Criminal Roleplay Management team will oversee the war as it progresses to ensure all rules are being followed throughout the period of conflict.

  • Any faction member who is incapacitated during any conflict scene that involves the faction they are in a Player-Kill War with, even if not killed directly by a member of the faction they are in a Player-Kill War with, is player-killed.
  • Should a faction member be revived after being incapacitated during any conflict scene that involves the faction they are in a Player-Kill War with, they are still counted out of the conflict and may not be re-involved in the conflict outside of defending their turf.
  • Faction members involved in a conflict scene with the faction they are in a Player-Kill War with must report their losses to their assigned Faction Handler as well as any losses believed to have been experienced by the opposition. Any information provided will be fact-checked against the damage logs to ensure there is no misdirection, intentional or unintentional, from either party.

Remember in Ranch that PK means once you're downed in an attack you're out, this doesn't mean you're perma-killed like other servers may use the abbreviation of PK for.

Ending a Player-Kill War

  • The war ends when all members of a Factions provided Roster have been removed from the Roster.
  • The war ends if the Factions agree on terms during In-Character negotiations.
  • The Illegal Faction Management team reserve the right to decide the outcome of a Faction War after a 2-week period based on the War Statistics.
Faction Attacks Defined

A Faction Attack is when one faction engages in hostilities against another factions members or its assets.

What constitutes as a Faction Asset

  • Businesses owned by a Faction Member
  • Properties owned by a Faction Member
  • Vehicles owned by a Faction Member
  • Turf (only applicable during a Player-Kill War)

What does not constitute as a Faction Asset:

  • An associates Businesses
  • An associates Properties
  • An associates Vehicles
  • During a Faction War, each Faction may only attack three times within a 24-hour period.
  • Outside of a Faction War, each Faction may only attack twice within a 24-hour period.
  • A Faction Attack is concluded as soon as the attacking faction has left the area of the attack. The only exception to this rule is if the opponents flee from the area - in which case the attacking faction is allowed to pursue, attack the fleeing group and resume to commence their attack on, for example, a business. This would only be counted as one Faction Attack.
  • Factions must wait 1 hour after a Faction Attack to attack again, however the defending Faction may retaliate with it's own attack instantly providing that medical roleplay has been adhered to.
  • Players must remain in-game for a minimum of 30 minutes after waging a Faction Attack.
  • Faction Attacks may only occur with valid Roleplay Reasons.
Faction Turf Defined

Regardless of conflict, factions on Ranch Roleplay naturally lose, gain or trade turf over time. These are determined in-character, NOT by CRM, we have no influence, nor will we ever unless in war-terms.

What constitutes as Turf

  • Faction Properties (camps, shacks & houses)
  • Faction Businesses
  • Streets or Neighborhoods frequented by the Faction
  • Caves
  • Ranches
  • Fenced off territories (Thieves Landing, Fort Mercer, etc.)

What does not constitute as Turf

  • Entire towns
  • Entire cities
  • Entire counties
  • Public Services (Law Offices, Doctors Offices, Telegram Offices, Banks, Trains)
  • If a faction has no Faction Property or Business, the area they frequent most would become their turf. This is defined as a Faction Hotspot and is treated no differently than turf.
  • Turf is only applicable to a faction that is in a Player-Kill War with another faction.
  • Whilst a Faction may claim territory In-Character, defense of turf beyond the Rule of 6 or 8 may only be utilized during a Player-Kill War.
  • Faction Turf will be defined for each Faction by the Criminal Roleplay Management team when a Player-Kill War is requested.
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Moonshine Still Etiquette

As part of our commitment to maintaining a high standard of realism and immersion within our server, the following guidelines have been established regarding the placement of moonshine stills:

1. Realistic Environment: Moonshine stills must be placed in realistic locations that make sense for the operation and crafting of moonshine. This means choosing environments where a still could feasibly be hidden or set up for use in the time period, such as in remote cabins, hidden woodland areas, or discreet locations away from the public eye. 2. Prohibited Areas: Stills are not to be placed in illogical or nonsensical areas. This includes (but is not limited to) international territories such as Mexico, embedded within walls, on top of buildings, or inside completely enclosed spaces with no legitimate access or ventilation. 3. Safety and Access: Stills should be placed in a manner that respects the safety and accessibility concerns of that time. Consider the need for water sources, ventilation, and the risks associated with hiding illegal operations.

Examples
  • Placing a moonshine still in the center of a populated town.
  • Embedding a still within the physical walls of a building.
  • Setting up a still atop a building or structure unnaturally.
  • Installing a still inside a completely enclosed space without exits or ventilation.
  • Positioning a still in international territories such as Mexico.
  • Hiding a still in plain sight, such as in the middle of a main road or path.
  • Locating a still underwater or in areas that are not logically viable for its operation.
  • Having a still in a location that can only be accessed by abusing, using items to climb, etc.
Punishments
  • A temporary ban from the server for a period of 24-72 hours to reflect upon the violation.
  • Depending on the severity and persistence of the violation, a 1-week ban to a permanent ban from the server may be enforced.