Server Rules
These rules are written for our servers. Funkystations rules may significantly vary from other Space station 14 servers and Forks. Please take the time to read them thoroughly and ask questions in our #admin-questions channel on discord if you would like clarification. Individual admins may act differently to one another when dealing with the same situation. template.
Rule violations may result in warnings, de-whitelisting, bans, or a combination. If you have an Admin complaint you can file one on the Funkystation forums at: https://forum.funkystation.org by using the listed
Core Rules
These rules apply at all times, including between rounds.
1. Don't be an Asshole
| Details |
| These rules are not perfect. The rules attempt to clearly communicate what the admin team intends to be allowed and prohibited, but there are likely loopholes or other flaws that can be "lawyered". Don't attempt to manipulate the interpretation of the rules to suit your personal goals or to degrade the experience of other players.
Everybody here's playing a game to have fun. Being an asshole in character is allowed, but extension of that outside of gameplay is strictly forbidden. This includes bigotry, any of which will get a quick ban. This is zero-tolerance. This also includes self-antag or griefing or any other form of intentionally ruining others' fun for the sake of your own experience. Consistently toeing the line on these rules will be treated as rule violations and will get you banned. |
2. Speak English Only
| Details |
| This is an English-only server. Speak English in all communications, as our moderation staff are primarily English-speaking and cannot properly moderate other languages. |
3. Players must be and act over 16
| Details |
| A base level of maturity is expected to play on this server. Admins may ban as they see fit if you cannot act at minimum like an adult, OOC or IC. |
4. Admin rulings are final
| Details |
| Admins are trusted volunteers, and as such have a lot of responsibility and freedom at the same time. They have the decision on how to enforce and interpret rules according to the server's policy, and may or may not enforce certain rules more strictly based on the needs of the server at any given moment.
If you receive a ban or a role ban, you are to appeal rather than continue the conversation through Ahelps or Discord. If you feel an admin ruling is unjustified, or they are otherwise abusing their position, you may make an admin complaint, DM the Head Admin, or ask for clarification of the rules on the Discord. |
5. No sexual content / Erotic Roleplay (ERP)
| Details |
| Don't be creepy. Nothing erotic or pornographic is allowed on the server under any circumstances, including such things that may be construed as excessively sexual.
Linking any type of NSFW or otherwise explicit content anywhere on the server is strictly forbidden. |
6. No Metagaming
| Details |
| This rule includes all methods of gaining information outside of in-character means, such as conversations through Discord calls, discussing current round information through the Discord server, so on and so forth
This rule does not include the knowledge of antagonists and their possible objectives as well as their mechanics. This rule extends to metacommunications, or multiple players communicating outside of the game (e.g. on a voice call) while also playing the game. Regardless of intent, this is forbidden as it inherently provides an advantage over other players. If you are teaching a new player, it is highly recommended to use LOOC channels or message an admin using F1 to notify them. This also includes antag-rolling, or the practice of joining a server exclusively to play an antagonist (including ghost roles). This is heavily frowned upon and will result in a ban when caught, don't do it. No information while in critical condition, unconscious, or dead can be used in-character under any circumstances unless it is learned about while alive. This is enforced strictly, especially in cases where it is used to “metagrudge”, or to hold a grudge against somebody who killed you in previous rounds or lives. When you are revived either by cloning, MMI, defibrillation, or some other method, you are not aware of the circumstances of your death unless told by another person, including who killed you. Powergaming is best described as the usage of meta mechanics and/or reasoning in order to gain an IC advantage over other players (e.g. arming up Security at the start of the round because you know antagonists exist). This is also frowned upon. Follow the Metashield |
The Metashield
| Details |
| The Metashield
Something that is "shielded" cannot be known by your character during a round until the "revealing condition" happens. This also means that your character cannot do things based on "shielded" information. Knowing or acting on something that is shielded before the revealing condition is met is referred to as metagaming. Revealing conditions reveal the shielded information for the round, not for a specific instance. This means that once a revealing condition is met in a round, the shield no longer applies in any case for the remainder of the round. Nuclear Operatives The existence of Nuclear Operatives beyond a myth that no one would act on is shielded. The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station is not shielded. The revealing condition for this shield is any of the following: - discovering a bloodred hardsuit - discovering a nuclear operative's shuttle - an operative name - a War Ops announcement Changelings In the eyes of the public, changelings are an exterminated predatory lifeform and their potential existence on the station is shielded. This metashield prohibits players from crew bloodtesting until the metashield is revealed. Knowledge about the abilities of changelings is not shielded. The revealing condition for this shield is any of the following: - discovering a hollowed body - witnessing the use of changeling-only abilities - witnessing someone trying to absorb a body - witnessing someone changing their appearance Implanted Implants Implanted implants are shielded. Implanters themselves and un-implanted implants are not shielded. This prohibits implant checking. The revealing condition for this shield is any of the following: - discovering a non-NT implanter, used or unused - discovering a non-NT implant box - discovering use of a non-NT implant by anyone - experiencing a situation where absolutely no other explanation is possible - discovering an unlocked uplink Chameleon Items Chameleon items are shielded. Being suspicious of an item being fake or stolen is not shielded, but testing items or calling them chameleon is covered by this shield. The revealing condition for this shield is any of the following: - seeing someone else cause any chameleon item to change - finding holographic nanomachine fibers - experiencing a situation where absolutely no other explanation is possible - discovering an unlocked uplink Stealth Items The fact that an item can be something other than what its visual appearance and examine description indicate is shielded. This shield protects stealth items, including protecting them from being tested. The revealing condition for this shield is any of the following: - seeing the item behave differently than the expected behavior for the item - seeing the item used for its hidden purpose - experiencing a situation where absolutely no other explanation is possible - discovering an unlocked uplink Metafriending and Metagrudging This section provides additional information on a concept that is prohibited by multiple metashield items that are never revealed IC. Giving a person or character preferential treatment based on something that your character should not know is considered metafriending. Treating a person or character negatively based on something that your character should not know is considered metagrudging. Metafriending Examples These are all examples of things that are prohibited by at least one metashield item that is never revealed IC. - Giving a character additional access or a job because you are friends with the player who is playing that character. - Trusting a character because you are friends with the player who is playing that character. - Not fighting a character because you are friends with the player who is playing that character. - Ignoring your objective to kill a character because your character and theirs became friends in a previous round. Metagrudging Examples These are all examples of things that are prohibited by at least one metashield item that is never revealed IC. - Not giving a character additional access or a job because you are mad at or don't like the player who is playing that character. - Not trusting a character because you are mad at or don't like the player who is playing that character. - Starting a fight with a character because of something that they did last round. - Starting a fight with a character because they killed you while you were playing a different character. - Targeting or harassing a character based on anything which that character did outside the current round. - Targeting or harassing a character based on anything which the character's player did while not playing the character. Explicitly Not Shielded The following is a list of things that are explicitly not shielded. If something is not on this list, it doesn't mean that it is shielded, but if something is on it then it definitely is not shielded. - The fact that the nuke disk must be protected and could be used by a bad actor to try to destroy the station. - Items that are of high value or are desired by the Syndicate, and therefore are likely targets of theft. - The idea that any Syndicate agent or other bad actor has goals or objectives that they are attempting to accomplish. - The number of goals or objectives that a Syndicate agent or other bad actor has. - The fact that the Syndicate are enemies of Nanotrasen, and that they regularly attempt to send covert agents to spy on, sabotage, or attack Nanotrasen. - A character's typical appearance. Though you should keep in mind that multiple characters can share the same name. - The fact that the Syndicate have covert items capable of getting items to them, and that these items are known as uplinks. |
7. Play your character
| Details |
| Be a believable, if not normal person.
Keep OOC out of IC chats, and keep IC chats out of OOC while a round is going on. If teaching a new player, for example, use LOOC, or try your best to incorporate it into the roleplay. Playstyles that disregard all opportunities for engagement and roleplay can be met with administrative action. Stay in your lane regarding your role with the exception of emergencies and other extenuating circumstances. Security should not be performing surgery, and salvage specialists should not be performing security duties. This applies to assistants intentionally making Security's life harder for no roleplay reason whatsoever. Do not suicide upon being caught or converted by an antagonist (ghouls, mind control, revolutionaries, etc.) |
8. Have an appropriate name
| Details |
| If a name could reasonably appear on a driver's license in the year 3000, it's probably alright.
Humans, dwarves, felinids, and harpies must have both a first and last name. Other species are exempt from this rule if you can reasonably say 'yeah, that's alien'. Names may contain prefixes, suffixes, and one nickname if reasonable. Admins may ask you to change your name if it's low-effort / overdone (John Central Command) No flat-out copying characters from popular media. A reference is okay, but give it enough variance to not be a straight up copycat character. |
9. Escalate situations according to context
| Details |
| Non-antagonists may escalate into fights for various reasons. If you are inciting escalation / violence for a poor / no reason, you may be met with administrative action.
Characters in critical condition should be treated or otherwise handed off to Med / Sec. The fight is considered over and should not be resumed without a good reason. Non-antagonists should not violently resist an arrest, but may evade capture. If an arrest is not obviously valid, it follows standard escalation. Resisting or retaliating against arrests without good reason may break the Escalation Policy and be handled administratively. In resisting arrest, non-antagonists should not loot officers and should not detain or incapacitate officers any longer than is necessary to escape or explain themselves. Antagonists and free agents must still follow heavily relaxed escalation when not dealing with their objectives or crewmembers that are in direct opposition to them. |
Do not threaten to ahelp other players or argue with them about rules
| Details |
| This rule covers out-of-character (OOC) and in-character (IC) actions. Don't threaten to ahelp a player, don't tell them you are ahelping them, and don't tell them you did ahelp them. You can argue in character about Space Law, but do not argue about whether something is or is not against the rules. If you think someone is breaking a rule, ahelp them. If you don't think someone is breaking a rule, don't ahelp them. Either way, the best thing that you can do after is to continue in-character. |
| Example Scenario 1 |
| You are a security officer and think someone who is causing a ton of problems for security is not an antag and is breaking the rules by doing so.
Good: Since you think they are breaking a rule, you ahelp them when you're able to. You continue in-character by arresting them for the crimes that they committed. Bad: You decide not to ahelp them. You kill them and tell them "you're lucky I didn't report you to the admins". Bad: Since you think they are breaking a rule, you ahelp them when you're able to. You arrest them for the crimes that they committed and tell them "I ahelped you so enjoy your ban". |
| Example Scenario 2 |
| A mouse is using emotes to bypass speech restrictions.
Good: You ahelp them then respond in-character by acting like you can't understand what the mouse is doing. Bad: You use in character chat to tell the mouse that it is breaking a rule. |
Players must be and act at least 16 years old
| Details |
| All players must be at least 16 years old. Additionally, all players must act at least as mature as a 16 year old. Admins may ban someone who they believe is acting less mature than a 16 year old, even if the player is known to be significantly older than 16 years old.
Anyone who connects to the servers is a player, even if they don't actually play in a round. |
Use realistic character names, and do not use names of famous people
| Details |
Clowns and mimes are exempt from the prohibition on titles/honorifics, and have loosened restrictions on low effort and implausible names. |
| Clarification on "Meta" Names |
| Meta names are ones which attempt to take advantage of some game mechanic or game design choice. "Urist McHands" is a meta name because it is the default name used for admin spawned humans. "Operator Whiskey" is a meta name because it follows the naming pattern of nuclear operatives. This rule is not intended to prevent things like nuclear operatives using a fake ID with names that appear to be nuclear operative names if they decide that they want to do that. |
| Conventions and Examples |
| Names marked with a ❌ cannot be used by any species. Names with a ✅ can be used by any species.
Humans typically use the Firstname Lastname convention.
Dwarfs typically use the human convention in a viking theme.
Lizards typically use the Verb-article-Noun convention.
Slimes typically have names that are onomonopia. A last name is optional.
Diona typically have calm, nature themed, Noun of Noun style names.
Mothmen typically use latin sounding names, or light themed names.
Arachnids typically use latin sounding names.
Vox typically use a single name made of random syllables, often with repeating patterns. Names should not be excessively long or be so repetitive/convoluted as to be unreadable.
Usernames, objects, random characters, very "low effort" names, "meta" names, or otherwise implausible names are not permitted.
|
| Details |
| Local Out of Character (LOOC) and Out of Character (OOC) channel are meant for things that don't relate to the current round. Using these channels to share round info is often referred to as "IC in OOC" or "ick ock". |
| Examples |
Things you should not do:
Things you could do instead:
|
Roleplay Rules
These rules only apply during a round. A round ends only when the round summary has appeared. All of these rules apply fully until the moment that the round summary appears, even while the arrivals shuttle is in transit.
MRP Amendment Rounds are not over until the game returns to the lobby. All of these rules apply fully whenever the game is not at the lobby unless it is in an exempt game mode. |
The deathmatch and sandbox game modes are exempt from these rules. Players who choose to not follow these rules are entirely responsible for knowing if an exempt game mode is active.
Roleplay rules do not apply to ghosts/spectators/observers while they are ghosts/spectators/observers. Dead chat is considered to be an in-game out of character chat channel.
| Role Types |
| Crew Aligned/Non-antagonist - In most rounds, a majority of players will be non-antagonists, meaning that they are crew aligned. This is the "default" role, if the game doesn't tell you that you are one of the other roles defined here, then you are a non-antagonist. Overall, non-antagonists are intended to work towards a net positive effect on the round.
Solo Antagonist - Certain roles are intended to cause problems for the round or for non-antagonists. You are only a solo antagonist if the game clearly and explicitly tells you that you are a solo antagonist. Antagonists are exempt from many but not all roleplay rules. Team Antagonist - Team antagonists are like solo antagonists but they have other antagonists who they are expected to not hinder, and who they may be expected to help. You are only a team antagonist if the game clearly and explicitly tells you that you are a team antagonist. Free Agent - Certain roles are free to choose if they want to behave as an antagonist or as a non-antagonist, and may change their mind whenever they'd like. You are only free agent if the game clearly and explicitly tells you that you are a free agent. Familiar - Familiars are considered non-antagonists, but have instructions to obey someone. They must obey this person even if it causes them to violate roleplay rules or die. You are only a familiar if the game clearly and explicitly tells you that you are a familiar. You are only the familiar of the person the game tells you. Silicon - Silicones have a set of laws that they must follow above all else except the core rules. You are only silicon if the game clearly and explicitly tells you that you are a silicon. |
Silicones must follow Silicon Rules
| Details |
| You are only silicon if the game clearly and explicitly tells you that you are a silicon. For players who are silicons, the Silicon Rules override all roleplay rules if there is any conflict. Silicon Rules do not override core rules. |
Familiars must obey their master
| Details |
| Familiars are considered non-antagonists, but have instructions to obey someone. They must obey this person even if it causes them to violate roleplay rules or die. You are only a familiar if the game clearly and explicitly tells you that you are a familiar. You are only the familiar of the person the game tells you. If your master dies, you can continue to attempt to fulfill orders given to you before they died. You can defend your master without an explicit order to, but must obey your master if they order you to not defend them. Orders do not override Core Rules.
Masters giving orders that violate roleplay rules are the ones that will be held responsible for the rule violations. You can ahelp masters who you believe are breaking rules with an order. |
Roleplay a normal person
| Details |
|
| Examples |
Things you should not do:
Things you could do instead:
|
Do not metagame, obey the Metashield
| Details |
| The metashield provides a list of things and information that your character is not allowed to know during a round. If your character acts like they know any of these things while they are covered by the metashield, then you are considered to be "metagaming", which is prohibited by this rule. |
Don't interfere with arrivals
| Details |
| The arrivals terminal/station, the arrivals shuttle, at the area immediately around the arrivals shuttle at the station ("arrivals") are off-limits to antagonistic activity or damage (even to antagonists). Do not prevent people from safely arriving to the station. Do not cause people to die immediately after arriving at the station.
There is an exemption for antagonists that are allowed to perform mass station sabotage if there is no reasonable way to limit the damage of the mass station sabotage. This exemption only applies to damage that is a direct result of the mass station sabotage. |
| Examples |
Acceptable:
Against the rules:
|
Don't act like an antagonist unless the game tells you that you are one
| Details |
| Acting like an antagonist when you are not one is often referred to as "self-antagging" or being a "self-antag", both of these things are against the rules. You are not an antagonist unless the game tells you that you are an antagonist. Do not make yourself a major problem, annoyance, or disruption while not an antagonist. Do not willfully cooperate with known antagonists. Non-antagonists should typically either not have an overall effect on the round, or should have an overall positive effect on the round. |
| Examples |
| These examples assume that you are not an antagonist.
Acceptable:
Against the rules:
|
Do not stall the round
| Details |
| Rounds are intended to end eventually. Don't hold a round hostage by preventing it from coming to a natural end. If a majority of players in a round want the round to end, don't prevent it from ending. Recalling the shuttle or preventing it from being called can contribute to round stalling, but is not always round stalling. Leaving the station with the nuclear authentication disk while nuclear operatives are trying to get it is almost always considered round stalling. Leaving the station on the evacuation shuttle is not round stalling.
Recalling the shuttle before a round reaches 45 minutes can not be considered round stalling unless a significant amount of the crew is dead, or a significant amount of the station is damaged or destroyed. Once these conditions are met, whether recalling the shuttle is considered round stalling or not can be highly dependent on the specific situation. |
| Examples |
Acceptable:
Against the rules:
|
As an antagonist, only be friendly to your team and don't work against your team
| Details |
| Do not take or enable antagonist roles that you do not want to play. Solo antagonists and team antagonists are intended to cause issues for non-antagonists or the station. Antagonists are not required to exclusively cause issues, but their net impact on non-antagonists or the station should generally be negative.
Do not cause issues for your own team as a team antagonist. |
| Examples |
Acceptable:
Against the rules:
|
As an antagonist, do not cause excessive death, damage, or destruction beyond your objectives
| Details |
| This rule is not intended to disallow reasonable steps taken to complete your objectives. As an antagonist, you can always kill in bona fide self defense. Taking steps to permanently round remove many people who are no longer an immediate threat to you is almost always excessive, even if it is done to prevent yourself from being discovered.
This rule is not intended to disallow all antagonist activity unrelated to objectives. Antagonists may cause a level of disruption to the station that is proportional to their objectives, even if it is unrelated to their objectives. As an antagonist, killing a single person in a round is not on its own be a violation of this rule. |
| Exemptions |
| The "die a glorious death" objective allows antagonists to ignore this rule entirely. |
| Examples |
Acceptable:
Against the rules:
|
Listen to your team leader
| Details |
| Captains lead all departments and other members of command. Department heads lead members of their department. Certain antagonist teams have team leaders, like nuclear operative commanders or head revolutionaries. You are not required to perfectly follow orders given to you by your leaders, but you should generally allow your leaders to lead and not interfere with their ability to. You can choose to ignore unreasonable orders, including ones which are will result in your death unless you are an antagonist with an objective that requires you to die.
Team antagonists have to listen to the leader of their antagonist team. Team antagonists do not have to listen to any other leaders, including leaders of other antagonist teams. Solo antagonists do not have to listen to any leaders at all. |
| Examples |
Acceptable:
Against the rules:
|
Follow reasonable escalation
| Details |
Antagonists are fully exempt from escalation rules. Non-antagonists who are in a conflict with antagonists are not exempt. Escalation should typically follow steps or a pattern of conflict types similar to:
All new conflicts should start at the first step. A player should not escalate a conflict across steps without some escalation from the other party involved in the conflict. Players can skip steps to match the level of escalation that the other person is at, but should almost always not skip steps other than that. Players who attempt to deescalate conflicts will be given more leniency in escalating if the other party continues to escalate despite the attempt at de-escalation. You do not have to try to deescalate conflicts, but someone who watches you over the entire round, or over multiple rounds, should not feel that your goal is generally to escalate conflicts. Conflicts or escalation can be indirect. When someone steals someone else's ID, the theft is a direct part of the conflict, but if the victim becomes trapped as a result of not having their ID to open a door, that is also considered part of the conflict and escalation. Do not randomly steal IDs from people. Escalation does not have to be directed at a specific player to enter them into a conflict. Nuclear operatives who are trying to destroy the station are considered to be at the permanently lethal level of conflict with all crew on the station. Someone who kills a station pet has started some degree of conflict with all crewmembers. Someone who kills a mouse that a chef was caring for has started some degree of conflict with that chef. You will be considered to be violating this rule if you escalate a conflict based on a poor or unreasonable assumption. Conflicts should almost never reach the "permanently lethal" stage. Conflicts should only reach this stage if the other party brought it to the stage, or if the same conflict escalated to the lethal stage multiple times in the round. If a party in the conflict goes into crit or dies, the party responsible should take them to get treatment or to security. For the conflict, this should be considered saving someone from dying and should deescalate the conflict. If the conflict is deescalated in this way, both parties need to re-escalate to lethal for the conflict to return to that stage. If the conflict is not deescalated in this way, then only the party who defeated the other would need to re-escalate for the conflict to return to the lethal stage. Security can immediately escalate to non-lethal force if it is necessary to arrest someone. People using or brandishing Syndicate items can typically be presumed to have lethal intent. Someone with lethal intent can typically be immediately escalated against at a lethal level, a notable exception is if you have the tools to safely detain them. |
| Escalation Involving Animals |
| Escalation rules are looser with animals than with people. These looser requirements do not apply to the requirements other people attacking each other have, even if their fighting is directly related to the conflict involving the animal.
Non-pets, such as mice and monkeys, can be freely killed with any IC reason such as pest control, or for food. These roles are often available in numbers as ghost roles, so removing one from the round doesn’t typically remove them all. Pets, including but not limited to Ian, Renault, Remilia, and Hamlet, cannot be freely killed, they require escalation. These roles are often available once per round at most, with the exception of roles like Remilia. Permanently trapping an animal, such as putting a mouse in a plant, is considered similar to killing the animal so should only be done with an IC reason. Both sides can escalate much more rapidly than they'd be able to if both were people. Animals are often more limited in the maximum force they can use compared to people, which limits the negative effects of them rapidly escalating. Animals also typically have less health than people, and are limited in the ease with which they can get healing, which justifies them responding to even weak attacks more severely. Neither the animal nor the person is obligated to get the other medical attention if they are put into crit. Attacking someone to death rather than stopping once they are in crit is considered a significant difference. While sufficient escalation may justify continuing to attack, generally people and pets shouldn't continue to be attacked once in crit, but non-pets may be. Gibbing is also considered a significant step because it prevents cloning or resuscitation. The fact that an animal made the last hit putting someone into crit does not allow people who fought on the side of the animal to not attempt to get them medical attention. The use of sensible, non-targeted mousetraps is not a conflict and does not require escalation. The killing or attacking of pets can be treated as an escalation step by players with a genuine IC connection to the animal. Generally, all crew can consider themselves to have an IC connection to any station pets. The degree of escalation should be proportional to the connection to the pet, in addition to the usual requirement of being proportional to the attack. For example, an attack on Ian can be treated nearly identically to an attack on a crewmember, whereas an attack on a pet mouse is much less severe. Normal escalation limits still apply, you cannot attack people who defended themselves from an animal that randomly attacked them, just as you could not attack someone who defended themselves from a coworker that randomly attacked them. Crew can "adopt" non-pets, like mice, and consider themselves to have a connection to the animal if they roleplay the adoption well. This does not affect the requirement of whether other players are required to apply escalation rules to these animals, it only creates a connection that can be used to justify retaliatory escalation to attacks by the adopter. Simply saying that they've adopted an animal is not sufficient, but carrying it with them is. The degree of connection is proportional to IC actions. Crew cannot consider themselves to have a connection for escalation purposes to animals which are typically hostile, such as space carp or bears. |
| Exemptions | ||
Escalation rules aren't enforced against non-players, but players will be held responsible for rule violations even if they don't realize that a character or animal was controlled by another player. Characters who have purple text saying that they are catatonic are considered non-players. Characters who are disconnected are still considered players.
|
| Example of Conflict Types |
Verbal:
Non-harmful:
Non-lethal:
Lethal:
Permanently lethal:
|
| Example Scenarios |
| These examples assume that you are not an antagonist.
Acceptable:
Against the rules:
|
Do not abandon your role
| Details |
| Do not join the round as a role that you don't intend to play. Do not enable antagonist roles that you don't intend to play. Abandoning a role includes not completing tasks that the role is expected to do, in addition to things like leaving the game. Members of command should almost all stay on the station until the emergency shuttle arrives. Enforcement of this rule is more strict for command and antagonist roles, and less strict for less important roles like passengers.
Violations of this rule typically result in temporary or indefinite role bans. We understand that you may need to leave round early or unexpectedly. If you are in an important role, you should notify command members or an admin via ahelp so that they know you are leaving. Space Station 14 is a game. Do not endanger the safety of yourself or others, and do not neglect important things to avoid leaving a round early, even if you have to leave immediately without notifying anyone. Role bans for disconnecting are typically only applied if there is a pattern, and are almost always temporary. "Antag rolling" refers to a player abandoning their role if they do not get an antagonist role. |
| Examples |
Acceptable:
Against the rules:
|
Stick to your role
| Details | ||
| Requesting job changes is not prohibited by this rule. This rule is loosened if the station is understaffed or if there is a significant threat to you.
Don't perform other people's jobs, especially where the relevance to you personally is low. This also covers performing the role of security.
|
| Examples |
Acceptable:
Typically against the rules:
|
Set an example if playing command or security
| Details |
All command and security roles are held to stricter interpretations of the rules.
|
| Why |
| Members of command and security can often have a larger impact on the nature of the round than other players. For example, a captain who tries to bend or break the rules will often cause many others on the station to do the same. Memey station announcements from members of command also often result in the rest of the station acting the same way. When command and security members hold themselves to high standards, the rest of the station often naturally follows to a significant degree. |
| Examples |
Acceptable:
Rule Violations:
|
Command and Security must follow Space Law
| Details |
| All non-antagonist command and security roles must obey Space Law. This includes non-antagonists who are promoted to or gain a position during the round in any way. This also includes non-antagonists who are acting as a security role.
Space Law violations should be prioritized based on severity and the current situation. This prohibits use of syndicate items outside extreme emergencies, including uplinks by command and security. This also prohibits the preparing of syndicate items for an emergency. |
| Examples |
Acceptable:
Prohibited:
Roles that are included:
Roles that are not included:
|