In order to establish an easily understandable and common way to engage in conflict RP prior to PvP on the server, we have made this RP Guide and general help. Many of us come from very different kinds of games and are used to very different levels of roleplay and ways of interacting, so this is to give a clear picture of what is expected, for all to unite under:
On RPCLiF we have quite clear server rules on how Roleplay and PvP works together:
All actions taken while playing on RPCLiF should be to move storylines forward, preserve immersion, and maintain a respectful community.
All combat must be preceded by mutual roleplay and/or reasonable demands in local chat.
All players must be given at least 60 seconds to respond prior to combat.
Killing on Sight (KoS) is not allowed; except when off claim at night. (between nightfall and morning lag)
How does this work?
Mutual roleplay, means it must consist of roleplay between the two parties, which then CAN lead to PvP. The only exception of having to provide RP before PvP is during the nighttime KoS period (see guidelines below). Players have to be given time in order to respond to the demands, and is prefered to be given options.
Once an aggressor provides their demands, the following options are available to the individual(s) being attacked:
Engage - Attacking, drawing a weapon, or refusing reasonable demands.
Flee - Running from the aggressor. Fleeing combatants can be pursued and attacked.
Comply - If a player complies to the demands they are immune from combat.
Engage in a threatening/conflicting conversation.
State your purpose clearly, so the other player understand the situation.
List demands and give options to the fellow player(s).
Give people a chance to respond and react.
Allow them to yield/comply to your demands.
If robbing someone, instead of killing your opponent, try to use the knock-out method.
Always stay in character.
Do one liners and then attack.
Give players no option on how to react.
Take things personally, this is just a game, and the actions of a character is not the same as a player.
Go out of character unless direly needed, it breaks immersion.
Insult/threaten/phase players OOCly.
Example of bandits robbing a poor peasant: "Well well, look who we have here. Doesn't he have a nice pair of shoes, lads? I think we'd like to have them..." "Wh-why would you like these old tattered shoes, sir?" "Because they look horrible on you, hand them over… and everything else, or we'll cut you down where you stand."
Theoretically this is enough in itself; you have the start of a threatening conversation, you have a response, then a demand and options for the player to react on - now make sure you give your fellow player time to react, before engaging in combat. For example the PC might yield through both mechanics, through roleplay, or try to negotiate with the demands, but if you instantly attack after that 60 seconds, they might not have the time to do their proper response. Some people are slow typers and readers, which is why it says at least one minute, this also in some cases mean more time.
Some players prefer to handle the conflict through roleplay, rather than PvP, and this should be attempted to be respected, no matter how bloodthirsty you are. Very well, aware that not all these points are doable depending on the situation, for example if you are an assassin, you obviously can't allow them to yield through roleplay, but this still leaves them the chance to fight or flee.
Attempt to use your text RP to build up the situation, rather than do a one-liner and then attack after 60 seconds. It's unfulfilling to say the least for most parts - and really does not constitute of proper MUTUAL roleplayer prior to PvP. If combat proceeds, always try to stay in-character and deal with it as such - do not start to phase your opponents with insults or threats. If rules are broken, always make sure you take screenshots of local, system logs and other details and -after- the situation send a ticket, so the GM’s can help. This way everyone minimizes the risk of unnecessary drama and bad blood.
This also means that in general war and PvP should always have a roleplay approach and reasoning. It is not an excuse to run around and slaughter half the server, just because you're "a villain". Just as much as we welcome players to play out their conflicts and characters, things must have limits aswell.
Nighttime KOS Guidelines:
Fatally wounded characters (killed within the last 12 hours) should not be off claim at night time due to their inability to be involved in combat while wounded.
Fleeing onto claims: If a combatant chooses to flee from combat and runs onto a claim they can be pursued on to the claim.
Morning: When morning lag begins, nighttime is considered over. At this time, if damage has already been dealt, you may continue combat. If damage has not been dealt, you must establish mutual roleplay in local chat prior to resuming.
If you are AFK we suggest that you seek concealment (lock yourself inside a warehouse or log out), as there is not immunity for AFK players.