User:GreytideSkye/Sandbox/CI: Difference between revisions
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=Action-RP Lawset= | =Action-RP Lawset= | ||
===0. Definition=== | ===0. Definition=== | ||
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!<big>After activating CI, you're required to wait atleast | !<big>After activating CI, you're required to wait atleast two seconds if they don't CI back, or not-at-all if they do, this applies to everyone involved, or about to be.</big> | ||
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#* Most things that put yourself at a mechanical advantage, without being direct attacks, entirely dependent on follow-up (It's fine to shove someone over to get past if you aren't talking to them, but you shouldn't shove them mid message to steal their baton.) | #* Most things that put yourself at a mechanical advantage, without being direct attacks, entirely dependent on follow-up (It's fine to shove someone over to get past if you aren't talking to them, but you shouldn't shove them mid message to steal their baton.) | ||
# If you or your target is in the middle of active mechanics, (already fighting, running away, trying to break/get into somewhere, or away, etc.), you don't have to wait, but should still pop CI. | # If you or your target is in the middle of active mechanics, (already fighting, running away, trying to break/get into somewhere, or away, etc.), you don't have to wait, but should still pop CI. | ||
# if something is forcing mechanics, i.e. another player, an event like depressurization, previous wounds, etc, | # if something is forcing mechanics, i.e. another player, an event like depressurization, previous wounds, etc, CI isn't required, though you shouldn't stage this. | ||
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|There are other situations, where you don't need to CI, because you're not doing it for an active advantage (shoving someone down without a follow up, taking something unrelated off a table, checking over your inventory, whipping a pie at someone, etc) but this should only be done in '''good faith''', and if they are being done for an advantage (pie'ing someone before running up to shove and grab them) you should still CI! | |There are other situations, where you don't need to CI, because you're not doing it for an active advantage (shoving someone down without a follow up, taking something unrelated off a table, checking over your inventory, whipping a pie at someone, etc) but this should only be done in '''good faith''', and if they are being done for an advantage (pie'ing someone before running up to shove and grab them) you should still CI! | ||
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# If either party is in roleplay, you should always attempt to roleplay the escalation first, if they try to disengage from the roleplay(start hacking the door to get out, get a weapon out without an emote doing so, etc) you're free to attack as they have actively started mechanics. | # If either party is in roleplay, you should always attempt to roleplay the escalation first, if they try to disengage from the roleplay(start hacking the door to get out, get a weapon out without an emote doing so, etc) you're free to attack as they have actively started mechanics. | ||
===2. When to Role-play, When to Mechanic=== | |||
If you are in a roleplay, you should assume roleplay, i.e. saying and emoting, by default, until roleplay dictates that mechanics are needed to advance a scene or if mechanics. | |||
If you intend to call for backup, or else-wise, drag more people into an escalating situation, it will be considered mechanics for application of CI. | |||
Keep in mind that mechanics serve the overarching story and the roleplay contained within, not the other way around. Mechanics are here to make the roleplaying experience more real, not prohibit it from happening. | |||
===3. Conduct During Ongoing Scene=== | |||
If a roleplaying scene is present, you should try to believably escalate the situation, before starting mechanics. | |||
===4. React and De-escalate=== | |||
React to mechanics by mechanics, i.e. individual is running away, however, look to de-escalate to roleplay when able, after 'mechanics' (the fight, w/e) has concluded. | |||
===5. No Unnecessary Round Removal.=== | |||
Do not unnecessarily take someone out of the round. There are no mechanical advantages for round removal. When a player gets killed and then revived, they are not allowed to remember their attackers or how they were attacked. | |||
===6. Cooperation=== | |||
Why do we have all this? Well, at the end of the day, roleplay is a cooperative affair. It is not competitive where you are looking to create an edge for yourself. Rather, it is a community affair where you work together to craft stories for yourself and the group at large. | |||
Equally, you should make use of LOOC to make intents clear when able, in unclear situations (someone about to shoot someone else in the back, mid conversation.) so everyone is on the same page about how a situation is escalating.{{Rules table}} | |||
[[Category:Rules]] |
Latest revision as of 17:32, 28 January 2025
Action-RP Lawset
0. Definition
Play-to-Win Mechanics
- The term "Play-to-win-mechanics" describes when a player engages with the game mechanics with the intent of creating an advantage for themselves in an attempt to 'win', but at the cost of the quality of roleplay, and, while negatively affecting the experience of others.
However; know that the onus of making it clear you're not playing to win, is on you.
1. Combat Indicator
Combat indicators signal the transitioning from roleplay, to 'combat,' or elsewise putting yourself at an advantage.
After activating CI, you're required to wait atleast two seconds if they don't CI back, or not-at-all if they do, this applies to everyone involved, or about to be. |
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|
There are other situations, where you don't need to CI, because you're not doing it for an active advantage (shoving someone down without a follow up, taking something unrelated off a table, checking over your inventory, whipping a pie at someone, etc) but this should only be done in good faith, and if they are being done for an advantage (pie'ing someone before running up to shove and grab them) you should still CI! |
Example Scenario
Remember - Combat Indicator or CI must be turned on first before the grace period timer begins.
- If either party is in roleplay, you should always attempt to roleplay the escalation first, if they try to disengage from the roleplay(start hacking the door to get out, get a weapon out without an emote doing so, etc) you're free to attack as they have actively started mechanics.
2. When to Role-play, When to Mechanic
If you are in a roleplay, you should assume roleplay, i.e. saying and emoting, by default, until roleplay dictates that mechanics are needed to advance a scene or if mechanics.
If you intend to call for backup, or else-wise, drag more people into an escalating situation, it will be considered mechanics for application of CI.
Keep in mind that mechanics serve the overarching story and the roleplay contained within, not the other way around. Mechanics are here to make the roleplaying experience more real, not prohibit it from happening.
3. Conduct During Ongoing Scene
If a roleplaying scene is present, you should try to believably escalate the situation, before starting mechanics.
4. React and De-escalate
React to mechanics by mechanics, i.e. individual is running away, however, look to de-escalate to roleplay when able, after 'mechanics' (the fight, w/e) has concluded.
5. No Unnecessary Round Removal.
Do not unnecessarily take someone out of the round. There are no mechanical advantages for round removal. When a player gets killed and then revived, they are not allowed to remember their attackers or how they were attacked.
6. Cooperation
Why do we have all this? Well, at the end of the day, roleplay is a cooperative affair. It is not competitive where you are looking to create an edge for yourself. Rather, it is a community affair where you work together to craft stories for yourself and the group at large.
Equally, you should make use of LOOC to make intents clear when able, in unclear situations (someone about to shoot someone else in the back, mid conversation.) so everyone is on the same page about how a situation is escalating.