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Guides / Rules explained

RP rules, explained

Every roleplay server speaks the same strange language: RDM, NLR, FearRP. Here is what each term means in plain English, and how it plays out on a British server. The exact law of this city lives in the rulebook; this guide is the translation.

01 / Violence

The killing rules

RDM (random deathmatch)

Attacking someone without a story reason. The core rule of all roleplay: force needs a why, and the why has to happen in the game, with threats and demands before triggers. Getting shot out of nowhere is not a story, so servers punish it hard.

VDM (vehicle deathmatch)

RDM's cousin: using a car as the weapon. Deliberately running players down or ramming them for attention counts, even without a kill.

Initiation

The moment conflict officially starts. Aiming a weapon, stealing a car, tasing someone, or clear verbal aggression all count on this server. Once initiation happens, both sides may act; before it, neither may. Full list in the initiation rules.

KOS (kill on sight)

Zones or situations where initiation is not required. Here that means redzones and gang turf under turf rules, and nowhere else.

02 / Death

What happens when you die

NLR (new life rule)

Death wipes your character's memory of the life that just ended. You do not remember who killed you, you stay away from where it happened (ten real minutes here), and you never go back for revenge. NLR is what makes death matter without making it permanent.

Revenge killing and revenge pushing

Going back to settle the score after dying, or repeatedly pushing the same fight after losing it. Both break NLR's spirit and both are banned.

03 / Pressure

Acting like your life is real

FearRP

Your character values their life. Outnumbered three or more to one by armed players, you comply. Unarmed with a gun on you, you comply. A taser against a gun still means you comply with the gun. Heroic nonsense in hopeless situations breaks everyone's immersion, so the rules simply require fear to be real.

Powergaming

Forcing outcomes the game or the story cannot support: fleeing into protected zones to escape consequences, camping them, or baiting from safety. If a move only works because the rules protect you, it is powergaming.

04 / Knowledge

What your character can know

Metagaming

Using knowledge your character did not learn in the game: reading player IDs, listening to a Discord call from someone across the map, or passing information while dead. Your character knows what they saw and heard in the city, nothing more.

OOC (out of character)

The real world outside your character. Arguing rules mid-scene, breaking character to complain, or bringing real-life disputes into the city all mix the two worlds; the rules keep them apart. Reports happen through the report system, never mid-roleplay.

05 / Leaving

Quitting under pressure

Combat logging

Disconnecting to escape a fight, an arrest or a robbery. It cheats the other player out of the scene's ending and is banned everywhere roleplay is played.

Cop baiting

Manufacturing police chases for fun without any story behind them. On this server, police deserve two minutes of verbal roleplay before anything kicks off.

A masked Drill UK player standing beside a car with its bonnet raised at dusk
Every scene has a before and an after

06 / The point

Why all this exists

None of these rules exist for their own sake. They exist so that when something happens to your character, it means something: the robbery had a build-up, the war had a cause, the death had weight. Learn the vocabulary, play within it, and the city gives you stories you will be retelling for years.

To see it in practice, start with how to join, or read how gang life works on this side of the Atlantic.

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