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Subrules

From The Den Wiki
Revision as of 20:27, 29 June 2026 by Kelaris (talk | contribs)

Chat Rules

  • CH1. Use English on the Den.
  • CH2. Use LOOC/SOOC to constructively communicate, collaborate during roleplay, and clearly express discomfort.
  • CH3. Don't use OOC channels to escalate and continue an in-character argument, or vent frustration.
  • CH4. Don't use shorthand/acronyms (omg, lol, u, and so on) in-character.
  • CH5. Use the advertisement radio channel rarely, and only to advertise events and roleplay opportunities.
  • CH6. Don't spam radio, telepath or announcements.
  • CH7. Vaguely suggestive or provocative jokes, innuendo, and suggestive dialogue are allowed in public. Explicit or graphic mentions of erotic content and violence are not.

Privacy Holobarriers

  • PH1. Privacy holobarriers must be used to designate any area that is being used for private or NSFW roleplay that requires consent to view.
  • PH2. The description on the holobarrier must clearly state whether the area is public/open or private/invite-only. If there is no clear description, assume it is private.
  • PH3. Entering a public area cordoned off by a privacy holobarrier automatically grants consent to view NSFW content contained within, and agrees to abide by the terms in the holobarrier description. Additional explicit consent is required before participating in any NSFW activity.
  • PH4. Never open a bolted door with someone else's privacy holobarrier on it.
  • PH5. Do not conduct any antagonist or security activity in an area behind a privacy holobarrier.

Chemicals, Food, and Drinks

  • CFD1. Do not inject anyone with or expose anyone to lewd or NSFW substances or chemicals without their consent.
  • CFD2. Do not place substances or chemicals in anyone's food or drink without their consent.

Conflict Roleplay

  • CR1. Characters can be in conflict. The players involved should not be. Do not use in character actions to express out of character feelings. Use LOOC to ask for a break, retcon, or other concession, if you find yourself becoming frustrated.
  • CR2. Work with other people to create scenarios where everyone involved in the conflict has some agency.
  • CR3. Command, Dignitaries and Security especially should not instantly shut down antagonists' attempts to roleplay. And vice versa.
  • CR4. Escalate through roleplay, and avoid jumping straight into mechanical combat when possible. Threaten, negotiate, brandish weapons, etc.
  • CR5. Don't initiate mechanical hostilities (stealing, combat, etc) while the target is typing.

Abrasive Characters

  • AC1. Know your audience. Do not engage in abrasive dialogue or behavior targeted at strangers.
  • AC2. When playing a character who is behaving unpleasantly or abrasively, it is your responsibility to check in with the players you are engaging with, in LOOC/SOOC. If everyone is enjoying the interaction, great. If anyone asks you to tone it down, respect their wishes or disengage.
  • AC3. Do not engage in abrasive dialogue over radio or telepath. There is no way for someone to disengage or check-in via LOOC in these situations.

Social Fights

  • SF1. Brawling in public: Players are allowed to engage in light brawls with each other over social/roleplay issues, after escalation. These fights must have mutual prior OOC consent, avoid using weapons, and should not result in someone being crit or dead.
  • SF2. Killing in public: Deadly fights or assaults, involving weapons or otherwise resulting in someone being crit or dead, also requires prior admin permission.
  • SF3. Fighting or killing in private: Behind a privacy holobarrier, you are free to use weapons, crit, kill, or even round remove someone. This only requires mutual prior informed OOC consent from the players involved. Turn off your suit sensors when doing this. What happens in private RP should not become a disruption for the rest of the station to deal with.

Harmless Crime

  • HC1: If Command and relevant departmental staff are unavailable, crew aligned characters may trespass to obtain essential materials, equipment, or services for the benefit of the station.
  • HC2: Don't break in to high security areas (Bridge, Tech Vault, Armory, Department Head, Captain, and Dignitary rooms), or destroy Command lockers as a crew aligned character unless absolutely necessary.

Continuity

  • CO1. Your character may remember experiences and knowledge from previous shifts. Your character's history is for you to decide.
  • CO2. Respect the history that other people choose for their characters. If there is a conflict, create a compromise. (e.g. X was an antagonist last shift and killed your character, but now says that's non-canon for their character. Maybe it was an imposter?)
  • CO3. Your character may be aware of the existence of threats, technologies, and dangerous items, but may not leap to any conclusion about its existence in the current round without substantial evidence.

Powergaming

  • PG1. Don't prepare unusual or vast quantities of equipment or weapons before there is a reason to need it. We are usually very lenient with this unless it harms another player. Specifically avoid over-preparing combat equipment, on your person, in a conflict heavy role such as Security or Command.
  • PG2. Don't hide known antagonist targets with greater security than usual, unless it is known that they are being targeted in that round.

Validhunting

  • VH1. Don't search for or chase threats unless it is your job to do so. This is strictly enforced in regards to hunting player antagonists.
  • VH2. Only Security, relevant Command, and deputized crew should seek to engage threats.
  • VH3. You may engage and attack any immediate threat to protect your life or property, or the lives of those in your immediate vicinity. Do not get in Security's way if they are also working to protect people. Retreat when it becomes possible.

Metagaming & Metashield

  • MM1. You the player may know or suspect that something is a threat, but your character should only act on the actual evidence that you have in that round. Allow space for roleplay and activity to evolve. Don't seek to shut down antagonists at the first opportunity.
  • MM1.1 Several examples: You might hear a weird scream and lights shatter. That does not mean your character knows there is a Skia. You might see a Replicator carrying trash around, but until it harms the station it's just a weird little robot. If you see a shimmer, that doesn't mean your character knows there's a Ninja. Once someone witnesses a hostile action, or there is supporting evidence, the entity may be called out and treated as a threat.
  • MM1.2 Unknown forces on the station, such as Loneops, in obvious combat gear and weaponry can be immediately called out and treated as threats.
  • MM2. Do not presume the existence of antagonist items without evidence. Specifically do not search suspect's PDAs, headsets, pens, check items for chameleon properties, or perform implant searches unless there is a strong in-round reason to suspect its existence.

Respawning & Cryosleep

  • RC1: Command should tell their department and the rest of Command when they are leaving the round via cryosleep. Unique items from the station should be returned before leaving.
  • RC2: Don't cryo and return to round as the same character if you have recently committed crimes, or if you know you are wanted by Security.
  • RC3: Don't cryo and return to round as the same character in a different job unless you have permission from Central Command, the Captain, or the relevant department head. Central Command (admin) permission is only needed for Command and Dignitary roles.
  • RC4: You can cryo and return to round as the same character as a passenger without permission from anyone.

Ghost Roles

  • GR1. Free Agent ghost roles are allowed to be a nuisance to the station, but not a threat. Don't randomly attack people.
  • GR2. Vent critter antagonist ghost roles must be hostile or at least territorial unless awakened with cognizine.
  • GR3. Major antagonist ghost roles are allowed to be mechanically hostile, or pursue other roleplay objectives such as negotiating compromise.
  • GR4. Non-humanoid ghost roles should have limited to no understanding of station machinery/infrastructure. Don't sabotage power/air.
  • GR5. Don't rapidly switch between friendly and hostile when convenient without significant telegraphed escalation.
  • GR6. Do not cross privacy holobarriers as a non-humanoid ghost role.
  • GR7. Do not engage in ERP as or with a non-humanoid ghost role unless it is an adult in its species, is sapient (awakened/cognizined), and is capable of communicating consent.
  • GR8. Do not engage in ERP as a Paradox Anomaly without the explicit consent of the original character's player.

Silicons

  • SI1. Silicons should follow their laws to the best of their ability, and their interpretation of those laws should remain consistent throughout the round.
  • SI2. Silicons on their roundstart laws are considered crew aligned and are prohibited from intentionally being a nuisance or threat to the crew.
  • SI3. Silicons with corrupted laws are considered under Free Agent rules, and may choose to interpret their laws to be a nuisance or hindrance to the station, but should not become a threat unless their laws very explicitly state to do so.
  • SI4. Silicons that have explicitly harmful laws (antimov, etc) are considered antagonists, and may become a major threat in pursuit of following their laws.
  • SI5. Silicons may use force to protect themselves, including against unwanted law changes, unless a law prevents it.
  • SI6. Silicons may have desires and goals outside of their in-game laws. They may want to help the crew and try to work around disruptive laws to do so. They may want to harm the crew but are merely constrained by their laws.
  • SI7. Silicons should have reasonable levels of intelligence, understanding, and object permenance. They should know most station functions, obvious dangers, and be capable of remembering people they've already seen in the shift.

Prisoners

  • PR1. The prisoner role is not an antagonist. Do not use the role to cause harm, become a nuisance, or antagonize the station.
  • PR2. The prisoner role is disabled by default, but Warden, Head of Security, and admins can open a slot for it. Make your wishes known in the pre-game OOC chat or ahelp, if you'd like a prisoner slot opened.
  • PR3. ERP as the prisoner role or while imprisoned as any role is strictly forbidden.

Naming Policy

  • NP1. Use a believable species and character name.
  • NP2. Do not use obvious media references, puns, or plays on words in character or species names.
  • NP3. Do not use references to extreme or sensitive topics in character names.
  • NP4. Do not use a title in your name for in-game benefit or influence.