Announcement Title

Your first announcement to every user on the forum.

Server Rules

Server Rules
General Conduct

Next Generation Roleplay is a serious roleplay community. These rules exist to protect fair play, keep interactions respectful, and ensure everyone can enjoy long-term, story-driven RP. “I was joking,” “it’s what my character would do,” or “it’s not against the rules technically” are not valid excuses for violating community standards.

1. Respect & Basic Decency (What / Why / Consequence)

  • What: Treat all players, staff, and community members with respect in all server spaces (in-game, Discord, tickets, DMs related to the server).
  • Why: Serious RP requires trust and a baseline of mutual respect.
  • Consequence: Typically Tier 1–3 depending on severity and history; severe harassment may start at Tier 4+.

Example: Calling someone “trash” repeatedly after losing a gunfight is not IC RP—it’s toxicity and will be handled OOC.

2. Zero Tolerance: Discrimination & Hate Speech

  • What: Any racism, sexism, homophobia, transphobia, religious slurs, disability slurs, Nazi/terrorist glorification, or coded hate language is prohibited—IC or OOC.
  • Why: Discrimination harms the community and cannot be “roleplayed” as an excuse.
  • Consequence: Minimum Tier 4–6 depending on content and intent; extreme cases may result in immediate Tier 6 (Permanent Ban).

Example: Using racial slurs “in character” to provoke someone is still discrimination and will be punished.

3. Harassment, Bullying, and Targeted Behavior

  • What: No targeted harassment, intimidation, stalking, repeated unwanted contact, dogpiling, or attempts to make someone quit the server.
  • Why: Targeting individuals destroys community safety and creates OOC hostility.
  • Consequence: Usually Tier 3–6 depending on persistence and severity.

Example: Following the same player across sessions to repeatedly interfere with their RP because you dislike them is harassment, not RP.

4. Real-World Threats, Doxxing, and Encouraging Self-Harm (Zero Tolerance)

  • What: Any real-life threats, posting or requesting personal information, “dox threats,” encouraging self-harm, or telling someone to harm themselves is strictly prohibited.
  • Why: This is a safety issue and a legal/community risk.
  • Consequence: Immediate Tier 6 (Permanent Ban) and may be reported to platform authorities where applicable.

Example: “I’m going to find where you live” or sharing someone’s name/address/photos without consent is an instant permanent ban.

5. OOC vs IC Separation (No “It’s What My Character Would Do” Shield)

  • What: Keep OOC emotions out of IC actions and keep IC conflict from becoming OOC conflict. Do not use “IC hostility” to justify OOC insults, slurs, or harassment.
  • Why: Serious RP requires players to handle conflict as storytelling—not personal attacks.
  • Consequence: Tier 1–4 depending on escalation and pattern.

Example: You can IC dislike a rival gang; you cannot OOC DM them insults, or flame them in chat after losing.

6. No Public Staff Drama / Respect Staff Decisions

  • What: Do not argue staff actions publicly in chat/Discord, incite others against staff, or “call out” players/staff. Use tickets/appeals for disputes.
  • Why: Public arguments derail RP and create misinformation.
  • Consequence: Tier 1–3 for first-time disruption; repeated undermining may lead to Tier 4+.

Example: If you believe a warning was unfair, open an appeal—do not spam global chat accusing staff of favoritism.

7. No Impersonation or Misrepresentation

  • What: Do not impersonate staff, developers, content creators, or other players. Do not claim staff “said you could” if you don’t have proof.
  • Why: Impersonation causes confusion and is commonly used to scam or manipulate.
  • Consequence: Usually Tier 2–5 depending on impact; scams/major deception may start at Tier 4+.

Example: Using a name/voice to mimic staff and “approve” rule breaks is punishable even if no one falls for it.

8. No Scamming via OOC Deception (IC Crime Must Stay IC)

  • What: IC scams are allowed only when they are clearly roleplayed and rely on IC actions—not OOC deception, UI abuse, or misleading someone about server rules/mechanics.
  • Why: Players must be able to trust that OOC information and interfaces aren’t being weaponized.
  • Consequence: Tier 2–5 depending on losses and intent; repeated behavior escalates quickly.

Example: Telling a new player “the rules say you must give me your cash or you’ll be banned” is OOC deception and will be punished.

9. Exploitative Behavior Against New Players (No “Farming”)

  • What: Do not target new/clearly confused players to farm easy wins, money, or reactions (spawn camping, repeated robberies, baiting them into rule breaks).
  • Why: New player retention matters; predatory behavior kills the community.
  • Consequence: Tier 2–4; repeated predation may result in Tier 5+.

Example: Robbing the same new player repeatedly across the city because they “don’t know better” is not acceptable.

10. Chat/Voice Conduct: No Spam, Flooding, or Disruption

  • What: No spamming text/voice, soundboards to disrupt, mic blasting, ear-rape, or intentionally talking over others to ruin scenes.
  • Why: RP requires clear communication and a playable audio environment.
  • Consequence: Tier 1–3; repeated or malicious disruption may escalate.

Example: Repeatedly playing loud music through your mic during negotiations to prevent communication is punishable.

11. Consent, Boundaries, and Sensitive Content

  • What: Respect player boundaries. If a player indicates discomfort, you must de-escalate and adjust. Sexual harassment, non-consensual sexual content, or fetish RP involving unwilling participants is prohibited.
  • Why: Player safety and comfort come first in a shared environment.
  • Consequence: Tier 3–6 depending on severity; sexual harassment may result in Tier 5–6.

Example: Continuing sexually suggestive comments after being told “stop” is harassment, not RP.

12. Reporting, Evidence, and Good-Faith Participation

  • What: If you witness rule breaks, report them through proper channels (ticket/report system) with evidence when possible. Do not “self-admin,” threaten reports to win RP, or hold reports hostage to force outcomes.
  • Why: Fair enforcement requires proper process; using reports as leverage is abuse.
  • Consequence: Tier 1–3 for misuse; coordinated false reporting may start at Tier 4+.

Example: “Give me my gun back or I’ll report you” is not valid negotiation—file a ticket after the scenario.

Punishment Tier Notes (General Conduct)

  • Staff may start at higher tiers for severe conduct, repeated behavior, or actions that endanger others (e.g., discrimination, threats, doxxing).
  • Attempting to evade punishment (ban evasion, alt accounts to avoid discipline) will increase severity and may result in Tier 6.
Roleplay Standards

Serious roleplay means your actions must make sense for your character, respect other players’ ability to respond, and maintain realism within the server’s setting. These rules exist to protect fair, immersive RP and prevent “win-at-all-costs” behavior. Violations typically start at Tier 1–2, but severe or repeated breaches may escalate to Tier 3–6.

1. Stay In Character (IC) at All Times During Active RP

  • What: Remain in character during scenes, interactions, pursuits, negotiations, and medical situations. Use IC explanations for actions whenever possible.
  • Why: OOC comments break immersion and can influence outcomes unfairly.
  • Consequence: Tier 1–2 for minor slips; Tier 2–3 for repeated or disruptive behavior.
  • Example: Saying “This is bugged, I can’t move” in voice during a robbery is not acceptable. Use an IC line like “I’m stuck, give me a second,” then resolve it with staff if needed after the scene.

2. No Metagaming (Including Stream Sniping)

  • What: You may not use any OOC information to benefit your character IC. This includes Discord chats, livestreams, friends’ streams, kill feeds, map pings from external tools, or any information your character did not reasonably learn in RP.
  • Why: Metagaming destroys investigation RP, criminal planning, and fair outcomes.
  • Consequence: Typically Tier 2–4 depending on impact; organized/intentional metagaming can escalate higher.
  • Example: You watch a streamer’s heist plan and then “randomly” show up at the exact alley they chose. That is metagaming.
  • Example: Using a player’s Discord name or Twitch name IC to identify them is metagaming.

3. No Powergaming (Forcing Outcomes / Unrealistic Abilities)

  • What: You cannot force actions, injuries, confessions, or outcomes on another player without giving them a fair chance to respond. You also cannot perform unrealistic actions that ignore the game world, physics, or reasonable human limits.
  • Why: RP requires shared control; powergaming removes consent and realism.
  • Consequence: Tier 2–3; escalating to Tier 4 for repeated abuse.
  • Example: “/me knocks you out and takes your gun” without allowing response is powergaming.
  • Example: Jumping off a highway bridge, landing, and immediately sprinting away with no injury RP is powergaming/fail RP.

4. Fear RP Is Required (Value Your Life)

  • What: You must roleplay fear appropriately when threatened with serious harm (guns, knives, multiple attackers, being outnumbered, being restrained, etc.). “Fear RP” does not mean you must always comply, but your choices must be believable and show self-preservation.
  • Why: Serious RP relies on believable reactions and stakes.
  • Consequence: Tier 2 for clear violations; Tier 3+ for repeated “no fear” behavior.
  • Example: A pistol is aimed at your head at close range and you laugh, taunt, or casually walk away—this is a Fear RP violation.
  • Example: You can attempt an escape if it’s plausible (cover nearby, distraction, realistic chance), but not by ignoring the threat entirely.

5. No Fail RP (Actions Must Make Sense and Match Consequences)

  • What: Do not perform actions that are unrealistic, immersion-breaking, or intentionally ignore consequences (injury, risk, police response, witnesses, etc.). If your character is injured, you must roleplay that injury.
  • Why: Fail RP undermines realism and turns scenes into “gamey” outcomes.
  • Consequence: Tier 1–2 for minor issues; Tier 3 for repeated or severe fail RP.
  • Example: After a major crash, immediately driving at full speed with no vehicle damage consideration or injury RP is fail RP.
  • Example: Taking multiple gunshots and continuing to fight like nothing happened is fail RP.

6. New Life Rule (NLR) — 30 Minutes (Mandatory)

  • What: When your character dies/respawns (or is otherwise treated as “dead” by server systems), you enter NLR for 30 minutes.
  • You must forget all events leading up to and during your death (who killed you, where they went, what was said, what weapons were used, etc.).
  • You may not return to the area of your death for 30 minutes.
  • You may not seek revenge or assist others in revenge related to your death.
  • Why: NLR prevents repetitive revenge loops and preserves consequence.
  • Consequence: Tier 2–4 depending on intent and impact (returning to finish a fight is severe).
  • Example: You die during a gang shootout, respawn, and return to the same street to “help your boys.” This violates NLR.
  • Example: You respawn and tell your friends on the phone “It was John in the red Sultan” — this violates NLR (sharing death info).

7. No Revenge Killing / Retaliation Loops

  • What: You cannot kill someone solely because they killed you earlier, especially if NLR applies. Even outside NLR, revenge must be justified through fresh, in-character developments—not OOC grudges.
  • Why: Revenge loops create endless conflict and reduce RP to repeated shootings.
  • Consequence: Tier 2–4 depending on pattern and severity.
  • Example: You lose a fight, respawn later, and hunt the same person because “they got me earlier.” That is revenge killing.

8. Character Separation (No Cross-Character Knowledge or Assets)

  • What: If you have multiple characters (including cop and criminal), they must be completely separate:
  • No sharing information, contacts, stash locations, criminal plans, police intel, or identities between characters.
  • No transferring money, vehicles, weapons, or property between your own characters through “middlemen” or friends.
  • No “recognizing” someone because another character knows them.
  • Why: Multi-character play must not create unfair advantages or “all-knowing” players.
  • Consequence: Tier 2–4; intentional cross-character abuse may escalate.
  • Example: Your cop character learns a gang’s hideout, then your criminal character avoids that area or targets it. That is prohibited.
  • Example: Giving cash to a friend so they can hand it to your other character is still cross-character transferring.

9. Breaking Character to Influence Outcomes Is Prohibited

  • What: Do not threaten reports, bans, staff action, or “rules talk” to gain leverage during RP. Do not argue rules in the middle of a scene.
  • Why: It pressures others and derails RP.
  • Consequence: Tier 1–2 for minor; Tier 2–3 if used to manipulate a scene.
  • Example: “Do that and I’ll get you banned” during a traffic stop is not allowed. Continue RP and report afterward if needed.

10. Roleplay Consent and “Forcing RP” Boundaries

  • What: You may not force sexual RP, excessively graphic torture, or humiliating degradation onto others. If a player expresses discomfort, you must immediately de-escalate and pivot the scene.
  • Why: Protects player safety and keeps the server welcoming while maintaining serious RP.
  • Consequence: Tier 3–6 depending on severity; harassment-style behavior escalates quickly.
  • Example: Continuing a torture scene after a player asks to stop is a serious violation.

11. Realistic Escalation and Motivation Required

  • What: Escalate conflict logically. Violence should have an in-character reason (money, survival, gang territory, evasion, etc.), not boredom or “because I can.”
  • Why: Prevents random chaos and supports long-form storylines.
  • Consequence: Tier 1–2 for poor escalation; Tier 2–4 if it becomes repeated violent disruption.
  • Example: Shooting a stranger for “looking at you” with no prior RP is likely to be treated as fail RP and may overlap with RDM rules.

12. Do Not Use Game Mechanics to Replace Roleplay

  • What: Do not rely on “it’s just a script” to justify actions. If a mechanic affects you (injury, restraints, vehicle damage, etc.), incorporate it into RP. If something bugs, handle it minimally IC and report later.
  • Why: Mechanics support RP; they do not replace it.
  • Consequence: Tier 1–2; Tier 2–3 if used to gain an advantage.
  • Example: Intentionally abusing a desync/animation to avoid being searched, then claiming “it’s the game,” is not allowed.

Punishment Notes (Roleplay Standards)

  • Most first-time, low-impact issues: Tier 1 (Verbal Warning) or Tier 2 (Official Warning).
  • Repeated violations, clear intent to gain advantage, or major scene disruption: Tier 3–4 (1–3 Day Ban).
  • Severe harassment, coercion, or persistent rule evasion: Tier 5–6 (7 Day to Permanent Ban).
Communication

Clear communication is required for serious roleplay. These rules exist to prevent confusion, reduce OOC conflict, and ensure everyone can participate fairly in scenes. Failure to follow communication rules damages RP quality and may result in punishment based on severity and history (Tier 1–6).

1. Voice Chat Requirement (Mandatory)

  • What: You must have a working microphone and be able to speak clearly in-game. Text-only roleplay is not permitted for active scenarios.
  • Why: Serious RP relies on real-time voice interaction for consent, clarity, and fair initiation.
  • Consequence: Refusing or repeatedly failing to use voice may result in removal from scenes and escalating punishment (Tier 1–3).
  • Example: If you join a robbery scene and only type in chat, you may be ordered to leave the area and can be warned/struck for disrupting the scenario.

2. Push-to-Talk, Audio Quality, and Background Noise

  • What: Use push-to-talk (or equivalent) and keep your mic free of constant music, TV, echo, soundboards, or excessive static. Voice changers are allowed only if they remain understandable and fit the character.
  • Why: Poor audio ruins immersion and can create unfair advantages (missed commands, unclear threats).
  • Consequence: Staff may require you to fix settings immediately; repeated issues can lead to warnings (Tier 1–2), and deliberate disruption may escalate (Tier 3+).
  • Example: Blasting music through your mic during a police stop after being told to stop is considered disruptive and may be punished.

3. In-Character (IC) vs Out-of-Character (OOC) Separation

  • What: Keep OOC information out of IC voice and IC actions. Do not reference rules, staff decisions, bans, reports, player names, Discord messages, or “server mechanics” in-character.
  • Why: Mixing OOC into IC (metagaming) breaks immersion and creates unfair outcomes.
  • Consequence: Depending on impact, punishments range from warnings to bans (Tier 2–4).
  • Example: Saying “You can’t do that, it’s against the rules” in local voice during a robbery is OOC interference—handle it after the scene via a report.

4. OOC Chat Usage (/ooc and Similar)

  • What: OOC chat is for brief, necessary clarifications only (e.g., technical issues, quick scene coordination when voice fails). Do not use OOC chat to argue, insult, threaten, or influence an active scenario.
  • Why: OOC chat is not a tool to win RP or pressure other players.
  • Consequence: OOC arguing or scene manipulation may result in escalating punishment (Tier 1–3).
  • Example: “My game crashed, reloading” is acceptable. “Bro you’re trash, stop arresting me” is not.

5. No OOC Arguments During Active Roleplay (“Handle It After” Rule)

  • What: If you believe a rule was broken, continue the scene in good faith and report it afterward. Do not stop RP to debate rules, demand staff, or threaten reports in the moment.
  • Why: Mid-scene arguments destroy RP and often escalate into harassment.
  • Consequence: Scene disruption may result in warnings or bans depending on severity (Tier 1–3).
  • Example: If you think initiation was unclear, comply as reasonably as possible, then submit a report with clips afterward.

6. Proper Use of /me, /do, and Text Roleplay

  • What: /me and /do are supplemental and must not replace voice communication for key actions, threats, or initiation. Do not use /me to force outcomes on others (powergaming).
  • Why: Text emotes should enhance RP, not override another player’s agency or create “unanswerable” actions.
  • Consequence: Powergaming via text may result in punishment (Tier 2–4).
  • Example: Not allowed: “/me knocks you out instantly.” Allowed: “/me attempts to grab your wrist.”

7. Radio/Phone Communication Standards

  • What: Use radios/phones realistically:
  • If restrained, gagged, unconscious/downed, or otherwise unable to speak, you cannot use radio/phone.
  • If your radio/phone is taken in RP, you must not continue using it until recovered.
  • No “magic radio” (instant perfect intel, constant live tracking without IC basis).
  • Why: Unrealistic comms create unfair advantages and reduce meaningful RP.
  • Consequence: Metagaming/FailRP via comms may lead to punishment (Tier 2–4).
  • Example: If you are zip-tied with hands behind your back, you cannot “quietly radio” a full description unless you have an established, believable method and the other party can reasonably hear/understand.

8. Language and Clarity Requirements

  • What: You must be able to communicate clearly in the server’s primary language (English) to participate in serious RP. Short phrases in another language are allowed if they fit your character and do not exclude others from understanding critical information in a scene.
  • Why: Scenes require mutual understanding for consent, negotiation, and safety.
  • Consequence: Repeated communication barriers that disrupt scenes may result in warnings and potential removal from certain scenarios (Tier 1–2).
  • Example: Speaking only non-English during police negotiation so officers cannot understand demands is not allowed.

9. No Harassment, Hate Speech, or Sexual Content Over Voice/Text

  • What: Harassment, slurs, discriminatory language, sexual harassment, or targeted abuse is prohibited in all communications, even “in character.” Excessive sexual content, ERP solicitation, or graphic sexual threats are not allowed.
  • Why: Community safety and platform compliance; “IC” is not an excuse for abuse.
  • Consequence: Severe or targeted harassment may start at higher tiers, including bans (Tier 3–6).
  • Example: Using racial slurs “because my character is like that” is not permitted and may result in an immediate ban.

10. No Mic-Spam, Soundboard Abuse, or Ear-Rape

  • What: Do not spam voice lines, scream into the mic, loop soundboards, or use loud audio intended to annoy, distract, or gain advantage.
  • Why: It disrupts RP and can be used to grief negotiations or combat.
  • Consequence: Punishment escalates quickly if intentional (Tier 2–4), especially if used to interfere with police negotiations or hostage scenes.

11. No Stream Sniping / External Communication Advantage

  • What: You may not use livestreams, Discord screenshares, or outside voice calls to gain information or coordinate in ways your character could not reasonably do in-game. All coordination must occur through in-game communication methods unless staff-approved for technical reasons.
  • Why: This is metagaming and creates an unfair advantage.
  • Consequence: Stream sniping/external intel abuse may result in serious punishment (Tier 3–6 depending on intent and impact).
  • Example: Watching a streamer’s POV to locate them during a manhunt is prohibited.

12. Staff Contact and Admin Channels

  • What: Do not impersonate staff, claim “staff said,” or attempt to use staff presence as leverage in RP. Use proper report/ticket channels for disputes, not public chat or voice.
  • Why: Prevents manipulation and keeps RP clean.
  • Consequence: Impersonation or misuse of staff references can result in punishment (Tier 2–4).
  • Example: “An admin told me I can shoot you here” during a scene is not acceptable—staff rulings are not roleplay tools.

13. Communication During Downed/Dead States

  • What: If your character is downed/unconscious or dead, you may not communicate tactical information (locations, callouts, suspect descriptions, plans) through any channel (voice, text, radio, phone). You may use limited speech only if the server’s injury system reasonably allows it and it fits the situation (e.g., groaning, asking for help).
  • Why: Prevents “dead talk” and preserves fairness.
  • Consequence: Dead talk is treated as metagaming and may be punished (Tier 2–4).
  • Example: While downed you cannot say, “He’s behind the red car, push left,” even if you can still hear the scene.

14. Respectful Scene Communication (Negotiations, Commands, and Compliance)

  • What: During high-stakes scenes (traffic stops, robberies, hostage negotiations), keep comms clear:
  • Do not talk over others intentionally.
  • Allow reasonable time for responses.
  • Do not intentionally create confusion (fake callouts, screaming to block negotiation).
  • Why: Serious RP requires functional dialogue, especially for initiation and de-escalation.
  • Consequence: Intentional disruption may result in escalating punishment (Tier 1–3).
  • Example: Repeatedly shouting over a negotiator to prevent terms from being heard is considered scene sabotage.

Punishment Note:

  • Most communication violations begin at Tier 1–2 (warnings), but harassment, discrimination, stream sniping, and deliberate disruption of major scenarios can start at Tier 3+ and may reach Tier 6 for severe or repeated offenses.
Combat

Combat on Next Generation Roleplay must always be rooted in believable roleplay, clear escalation, and fair opportunity for all parties to respond. These rules exist to prevent “instant violence,” protect scenario integrity, and ensure fights are the result of RP—not mechanics abuse.

1. No RDM (Random Deathmatch)

  • What: You may not injure or kill another player without valid in-character reason and proper escalation/initiations.
  • Why: Prevents meaningless violence and preserves serious roleplay.
  • Consequence: Typically Tier 2–4 depending on severity/history; repeated or extreme cases may start higher.
  • Example: Shooting a stranger at a gas station “because they looked suspicious” is RDM.

2. No VDM (Vehicle Deathmatch) / Vehicle as a Weapon

  • What: Using a vehicle to intentionally hit, run over, ram, or “clip” players to injure/kill them is prohibited unless it is a believable, last-resort action within an active, properly initiated scenario (e.g., escaping an armed ambush) and not done repeatedly to farm kills.
  • Why: Vehicles are easily abused and often remove counterplay.
  • Consequence: Typically Tier 2–4; intentional repeated VDM or blatant abuse may reach Tier 5.
  • Example: Swerving onto a sidewalk to run down someone you are arguing with is VDM.
  • Example: Lightly bumping a vehicle during a pursuit is not VDM; repeatedly plowing into a crowd to down people is.

3. Initiation & Escalation Required Before Violence

  • What: Before using force, you must clearly initiate with believable RP. At minimum, the other party must have a reasonable chance to understand the threat and comply or respond.
  • Why: Ensures fairness and prevents “no-warning” combat.
  • Consequence: Tier 2–4 depending on harm caused.
  • Requirements:
  • Verbal initiation must be clear and directed (not vague “you know what it is” from 50 meters away).
  • Brandishing a weapon alone is not always sufficient—pair it with clear demands when possible.
  • Escalation must fit the situation (words → threats → non-lethal → lethal, as reasonable).
  • Example: “Hands up, get on the ground, don’t move” while aiming a gun is valid initiation. Shooting immediately without warning is not.

4. No “Instant Headshot” / No Execution Without RP Context

  • What: You cannot immediately open fire with lethal intent at the first moment you see someone unless there is clear, ongoing, active threat within an existing scenario (e.g., shots already fired, active ambush, confirmed armed suspect actively threatening life).
  • Why: Prevents “first sight = kill” gameplay and encourages negotiation/roleplay.
  • Consequence: Tier 2–4.
  • Example: Seeing a rival and instantly spraying them with no words or scenario context is not allowed.

5. Combat Must Be Roleplay-Driven (No “Win-Only” Play)

  • What: You must value your character’s life and behave realistically in fights. Avoid unrealistic pushes, endless re-peeks, or “charging a firing line” with no cover or plan.
  • Why: Serious RP requires believable self-preservation.
  • Consequence: Usually Tier 1–3; repeated behavior may escalate.
  • Example: Running into 5 armed officers alone because “I can aim better” is Fail RP/Fear RP violation and may be punished as a combat standards breach.

6. No Revenge Killing / No “Score Settling” During or After Death

  • What: You may not kill someone purely to “get back” at them. If you die, NLR applies (see Roleplay Standards), and you cannot return or retaliate.
  • Why: Prevents endless cycles of OOC-driven violence.
  • Consequence: Tier 2–4; repeated revenge patterns may start higher.
  • Example: You get killed in a robbery, respawn, grab a gun, and hunt the robber—this is revenge killing (and likely NLR breach).

7. Downed Players: Finishers, Looting, and Scenario Integrity

  • What: If a player is downed, you may not treat them as a “loot box” or ignore RP. Interactions must make sense in-character and follow server-specific restrictions.
  • Why: Protects immersion and prevents mechanical abuse.
  • Consequence: Tier 1–3 for minor issues; Tier 3–5 for repeated exploitation.
  • Rules:
  • Do not repeatedly “finish” downed players for convenience (e.g., to stop them talking) unless it is justified within the scenario.
  • Robbing downed cops is not permitted (see Criminal Activity rules); executing downed cops may be permitted during active scenarios, but must still be roleplayed and justified.
  • Example: Executing a downed officer while actively escaping an ongoing heist may be allowed; executing every downed person “so they can’t call” without RP justification is not.

8. Combat Logging / Avoiding Roleplay by Disconnecting

  • What: Logging out, force-closing, or intentionally disconnecting to avoid being arrested, robbed, identified, or killed is prohibited.
  • Why: Ruins scenarios and denies outcomes.
  • Consequence: Typically Tier 3–5 depending on impact; repeat offenses may escalate quickly.
  • Requirements:
  • If you crash, you must attempt to reconnect ASAP and inform staff if needed.
  • If you cannot return, you must not use the disconnect to gain advantage (e.g., stashing items OOC).
  • Example: Disconnecting the moment you’re tased or boxed in by police is combat logging.

9. No “Mechanics Abuse” During Fights (Animation/Healing/Menu Abuse)

  • What: You may not use game mechanics to gain an unrealistic combat advantage.
  • Why: Keeps fights fair and RP-focused.
  • Consequence: Tier 2–4 depending on abuse.
  • Prohibited examples:
  • Using menus/animations to dodge bullets or avoid being hit.
  • Spamming armor/medical items in the middle of being actively shot at when it is not realistically possible.
  • Using desync spots, invulnerability glitches, or unintended cover exploits.
  • Example: Opening an inventory/menu repeatedly mid-gunfight to reduce damage or break line-of-sight is not allowed.

10. Third-Party Interference & “Dogpiling” Rules

  • What: You may not insert yourself into an active firefight unless you have a clear, established RP reason and are part of the scenario. Random third-party “helping” either side without context is prohibited.
  • Why: Prevents chaos and unfair stacking.
  • Consequence: Tier 2–4.
  • Example: Hearing shots and deciding to “join in” to help criminals you don’t know is not allowed.
  • Note: Criminal scenario limits still apply (max 6 criminals per scenario). Exceeding limits to overwhelm opponents is a serious violation.

11. Spawn/Return Abuse During Active Combat

  • What: You cannot re-enter an ongoing combat scene after being downed/killed, nor can you “cycle” vehicles/gear to rejoin faster.
  • Why: Prevents endless reinforcements and respects NLR and scenario outcomes.
  • Consequence: Tier 2–4.
  • Example: Dying in a shootout, respawning, and returning in a new car “as a different person” is not allowed.

12. Clear Communication During Combat

  • What: If you initiate combat or escalate to lethal force, you must provide clear, understandable communication when feasible (before or during). Communication must be IC and directed.
  • Why: Gives the other party a fair chance to respond and keeps RP coherent.
  • Consequence: Tier 1–3 for minor failures; Tier 2–4 if it leads to unfair kills.
  • Example: Yelling “Don’t move, hands up!” before firing when the target reaches for a weapon is reasonable. Shooting silently from behind with no prior context is not.

Punishment Notes (Combat)

  • Staff will consider intent, escalation attempts, scenario context, and player history.
  • Most combat violations start at Tier 2 (Official Warning) and escalate rapidly for repeat offenses or high-impact incidents (mass RDM/VDM, combat logging, exploit abuse).
  • Severe or repeated violations may result in Tier 5–6 outcomes, especially when they show a pattern of ignoring RP standards.
Criminal Activity

Criminal roleplay is a core part of Next Generation Roleplay, but it must remain fair, believable, and playable for everyone involved. These rules exist to prevent “win-at-all-costs” behavior, protect uninvolved players, and ensure police/criminal scenarios stay engaging and balanced. Violations typically start at Tier 1–2 and escalate quickly if repeated, intentional, or disruptive.

  • What: All crimes must be roleplayed with clear intent, reasonable pacing, and an opportunity for interaction (victims, police, bystanders).
  • Why: Crime RP should create scenes, not end them instantly.
  • Consequence: Low-effort or “drive-by content” crime may be treated as Fail RP/poor scenario conduct (Tier 1–2; Tier 3+ for repeated behavior).
  • Example: Masking up, giving demands, and planning an escape route is valid. Running up and instantly shooting someone “because you’re a criminal” is not.
  • What: You must initiate before using force in robberies, kidnappings, and most criminal confrontations. Initiation requires:
  • Clear verbal commands directed at the target(s), AND
  • A visible threat (weapon drawn) or otherwise obvious criminal leverage.
  • Why: Players must have a chance to comply and respond with RP.
  • Consequence: Skipping initiation may be treated as RDM/Fail RP (Tier 2–4 depending on harm and history).
  • Example: “Hands up, don’t move, this is a robbery” with a firearm drawn is valid initiation. Shooting first to “start the robbery” is not.
  • What: Player robberies must follow ALL of the following:
  • Verbal initiation + weapon drawn before taking anything.
  • Provide a reasonable opportunity to comply before using force.
  • You may not rob the same person again for 30 minutes (even if they meet you elsewhere).
  • No robberies in Safe Zones (Green Zones).
  • Why: Prevents harassment, farming, and unplayable repeat victimization.
  • Consequence: Tier 2–3 for first-time violations; Tier 4+ for repeated targeting/harassment.
  • Example: You stop a player, order them to hand over cash/items, wait for compliance, then proceed. Not allowed: robbing them again 10 minutes later “because they’re back outside.”
  • What: Hostages MUST be uninvolved players:
  • No friends, no gang members, no allies, no “we planned this,” no co-conspirators.
  • Hostages cannot be “fake hostages” used to force police actions.
  • Why: Hostages are leverage; using insiders removes risk and breaks fairness.
  • Consequence: Using involved/friendly hostages is a major integrity issue (Tier 3–5 depending on impact).
  • Example: Taking a random civilian from the street is valid. Taking your gang member on an alt or your friend who “just happened to be there” is not.
  • What: Hostage caps are enforced:
  • Store robberies: 1–2 hostages maximum.
  • Major bank heists: up to 4 hostages maximum.
  • If the location/scenario is smaller, staff may require fewer for realism.
  • Why: Prevents hostage spam and ensures negotiations remain manageable.
  • Consequence: Exceeding limits or rotating hostages to bypass caps may result in scenario termination (Tier 2–4).
  • Example: A convenience store with 6 hostages is not permitted, even if “they all walked in.”
  • What: If you take hostages, you must:
  • Keep them alive unless escalation is roleplayed and justified.
  • Communicate clear demands and allow negotiation to occur.
  • Avoid “impossible demands” intended to force a shootout or stall indefinitely.
  • Why: Hostage RP is negotiation-driven; it’s not a prop for guaranteed escapes.
  • Consequence: Bad-faith negotiation, execution for no reason, or stalling can lead to Tier 2–4.
  • Example: Reasonable demand: “One car, one free passage to leave the parking lot.” Unreasonable demand: “No spikes, no air units, no PIT, no units within 10 blocks, and you must let us into the ocean.”
  • What: Heists and robberies have script-based cooldowns. You must not:
  • Attempt to bypass cooldowns via reconnecting, swapping characters, or using alternative triggers.
  • Chain robberies/heists back-to-back in a way that creates constant city-wide disruption.
  • Why: Cooldowns exist to balance police workload and keep the economy and RP stable.
  • Consequence: Cooldown bypassing is treated as exploit behavior (Tier 3–6 depending on intent and method).
  • Example: If the bank is on cooldown, you cannot “start it anyway” by bugging doors, forcing animations, or using another character to trigger it.
  • What: Maximum 6 criminals per scenario (heists, bank jobs, organized robberies, major kidnappings, planned ambushes).
  • Gang alliances are allowed, but the same 6-person cap applies.
  • “Extra help” outside the scene (scouts, snipers, air support, remote comms) counts if they influence the outcome.
  • Why: Keeps scenarios playable and prevents overwhelming police/EMS and server performance.
  • Consequence: Over-stacking is a serious balance violation (Tier 2–5).
  • Example: Four inside the bank and two getaway drivers is 6 total. Not allowed: 6 inside plus “two more watching from the hill.”
  • What: You may not commit crimes primarily to provoke police into a chase/shootout without meaningful RP (cop baiting).
  • Repeated minor crimes near PD to “farm pursuits” is prohibited.
  • Intentionally ramming police to force lethal escalation without RP is prohibited.
  • Why: Police are roleplay participants, not content generators.
  • Consequence: Tier 2–4; Tier 5+ for repeated behavior or coordinated baiting.
  • Example: Doing donuts outside PD while spamming 911 calls to start a pursuit is cop baiting.
  • What: Force must match the situation and escalation:
  • You must attempt roleplay solutions before immediate lethal force, unless there is an immediate, clear threat to life.
  • “They might call the cops” is not justification to shoot a compliant victim/hostage.
  • Why: Prevents instant-death scenes and encourages negotiation and tension.
  • Consequence: Unjustified lethal escalation may be treated as RDM/Fail RP (Tier 2–4).
  • Example: If a hostage is cooperating and restrained, executing them to “send a message” without any escalation is not acceptable.
  • What: Criminals must pursue believable objectives (escape, leverage, survival), not purely “wipe cops.”
  • You may not camp PD, hospitals, or known respawn routes to repeatedly re-engage officers.
  • You may not repeatedly re-initiate on the same officers after a scene has clearly ended.
  • Why: Prevents spawn trapping and endless loops that ruin RP.
  • Consequence: Tier 2–4; Tier 5 for coordinated camping.
  • Example: Escaping a bank and losing police is a valid end. Waiting outside PD to ambush returning units is not.
  • What: During active scenarios:
  • Executing downed cops is permitted (as part of the active scenario).
  • Robbing downed cops is NOT permitted.
  • Why: Balances high-stakes RP while preventing loot-farming and disrespectful gameplay loops.
  • Consequence: Robbing downed cops is a major violation (Tier 3–5). Execution outside an active scenario or without context may be Fail RP (Tier 2–4).
  • Example: In an active shootout, finishing a downed officer to prevent immediate re-engagement is allowed. Taking their weapons/ammo/cash is not.
  • What: If all human cops are downed, criminals must allow a 5-minute reinforcement window before proceeding with objectives (e.g., looting, completing final steps, transporting hostages).
  • Why: Prevents scenarios from instantly ending due to temporary staffing and keeps RP fair.
  • Consequence: Ignoring the reinforcement window is scenario abuse (Tier 2–4).
  • Example: If the last human officer drops, you must hold/secure the scene for 5 minutes before pushing the final objective.
  • What: Do not force uninvolved players into a major scenario without RP justification.
  • Randomly kidnapping multiple civilians to “fill hostage slots” is not allowed.
  • Third parties may not “join in” a heist/police scene unless organically roleplayed and clearly initiated.
  • Why: Prevents griefing and keeps scenes coherent and consent-based through RP.
  • Consequence: Tier 2–4; Tier 5 for coordinated interference.
  • Example: A passerby who gets caught and is calmly detained as a hostage can be valid. Rounding up a crowd at gunpoint to create “human shields” is not.
  • What: High-impact crimes against players (long kidnappings, torture RP, forced humiliations, sexual content) are strictly limited:
  • Sexual RP/sexual violence is prohibited.
  • Torture/humiliation must never be graphic and must stop if the other player is clearly uncomfortable.
  • Extortion must remain reasonable (no “empty your bank account or perma your character”).
  • Why: Protects player safety and server reputation while allowing tense RP.
  • Consequence: Harassment/sexual content can result in severe punishment up to Tier 6 (Permanent Ban). Other high-impact abuses typically Tier 3–5.
  • Example: Demanding a reasonable cash amount/items as ransom is allowed. Forcing degrading acts or sexual threats is an instant severe action.

Punishment Note (Applies to This Section):

  • Most first-time minor violations: Tier 1–2.
  • Any intentional abuse (hostage loopholes, cooldown bypassing, repeated cop baiting, robbing downed cops): typically Tier 3–5.
  • Exploit-level behavior, coordinated rule evasion, or severe harassment elements: Tier 5–6 (up to Permanent Ban).
Law Enforcement

Law Enforcement rules exist to keep police RP fair, consistent, and enjoyable for both officers and civilians/criminals. These rules prioritize life, roleplay quality, and clear escalation while acknowledging the server’s AI cop system and serious RP expectations. Breaking these rules damages server integrity and will be punished based on severity and history (see Punishment Tiers).

  • What: LEO must act like trained professionals: communicate, de-escalate when reasonable, and make decisions consistent with the situation and available information.
  • Why: Police set the tone for serious RP and prevent “win-at-all-costs” gameplay.
  • Consequence: Poor conduct, baiting, or repeated low-quality policing may start at Tier 1–2 and escalate with pattern/severity.
  • Example: Treating every traffic stop like a shootout with no cause is not acceptable.
  • What: Force must be proportional to the immediate threat. Escalate through presence/commands/non-lethal/lethal as the situation justifies.
  • Why: Serious RP requires believable escalation and life preservation.
  • Consequence: Unjustified lethal force may result in Tier 2–5 depending on harm and history.
  • Example: A compliant suspect in cuffs does not justify further force. A suspect drawing a firearm can justify lethal force.
  • What: When feasible, officers must give clear verbal commands and identify themselves before using force. If time permits, attempt de-escalation and negotiation.
  • Why: Ensures suspects have a fair chance to comply and creates better RP.
  • Consequence: Repeated failure to initiate/communicate may result in Tier 1–3.
  • Example: Shouting “Police, hands up!” before tackling or tasing when there is time and distance.
  • What: Pursuits must be conducted with reasonable regard for public safety. Officers should call out direction, speed, vehicle description, and threat level; coordinate rather than solo-ram.
  • Why: Prevents unrealistic pileups and “crash-to-win” behavior.
  • Consequence: Reckless pursuit behavior may be Tier 1–4 depending on outcome.
  • Example: If the suspect is driving normally and the roads are busy, do not immediately attempt aggressive rams.
  • What: Police PIT maneuvers are allowed under the following standards:
  • Low Threat (empty roads, non-violent crime): PIT is allowed to disable only. Must preserve life and avoid high-speed PITs that would likely cause fatal outcomes.
  • High Threat (populated areas, shots fired, reckless driving): Lethal PIT is authorized when necessary to stop an imminent danger to the public or officers.
  • Why: Balances realistic tactics with life preservation and serious RP.
  • Consequence: Improper PIT use may be Tier 2–4 depending on severity/injury.
  • Example: Low threat: a stolen car fleeing at moderate speed on an empty highway—use a controlled PIT to disable, not repeated high-speed ramming. High threat: suspect firing from a vehicle in city traffic—lethal PIT may be justified.
  • What: Officers may not repeatedly ram, pin, or box in a way that is purely to end the chase instantly with no RP consideration. Vehicle tactics must be reasonable, coordinated, and tied to threat.
  • Why: Prevents non-RP “min-max” policing and excessive vehicle griefing.
  • Consequence: Tier 1–3 for minor/repeated behavior; Tier 4–5 if it causes major harm or is clearly abusive.
  • Example: Three units repeatedly slamming a low-threat suspect at every turn to force a crash is not acceptable.
  • What:
  • Criminals are permitted to execute downed cops during active scenarios (server rule). Officers must accept this as a possible outcome and continue RP appropriately.
  • Robbing downed officers is not permitted (no taking weapons, ammo, gear, cash, etc.).
  • Officers and other responders may not “bait” criminals by using downed bodies as traps without RP justification.
  • Why: Clarifies allowed combat outcomes while preventing exploitative looting and cheap traps.
  • Consequence: Robbing downed cops is typically Tier 3–5. Trap/bait behavior may be Tier 1–3 depending on intent and pattern.
  • Example: A criminal finishing a downed officer to prevent radio callouts is allowed; taking the officer’s weapons is not.
  • What: If all human cops involved are downed, a 5-minute reinforcement window applies before criminals may proceed with objectives (e.g., finishing a heist step, moving hostages, escaping with loot). During this window, criminals must maintain the scene and allow RP to continue (not instantly “speed-run” the objective).
  • Why: Prevents scenarios from ending abruptly and preserves meaningful police/criminal RP.
  • Consequence: Ignoring the reinforcement window may result in Tier 2–4.
  • Example: If the last human officer goes down at a bank, criminals must wait 5 minutes before continuing the objective unless a clear RP conclusion is reached with remaining parties.
  • What: Police may not camp the PD, hospital, or common respawn areas to immediately re-engage criminals. Likewise, criminals may not camp these locations to ambush officers/EMS.
  • Why: Prevents repetitive, low-quality “spawn trap” gameplay.
  • Consequence: Tier 2–4 depending on intent and impact.
  • Example: Waiting outside the hospital specifically to re-arrest/finish the same suspect the moment they are treated is prohibited unless there is an active, ongoing RP reason and staff guidance.
  • What: Police must attempt negotiation before breaching when hostages are present. Breach is authorized if:
  • A hostage is harmed, OR
  • Negotiations stall for 5+ minutes with no progress, OR
  • Criminals make impossible/unreasonable demands.
  • Why: Hostage RP is a core serious RP feature; negotiation is expected content, not a delay tactic.
  • Consequence: Unjustified immediate breach may be Tier 2–4 depending on outcome.
  • Example: If criminals demand “no police within 10 miles” or “a helicopter and immunity,” police can deem it unreasonable and proceed per policy.
  • What: Officers must provide basic RP for detainment/arrest (commands, cuffing, searching) and must not speed-run processing. Searches and seizures should be tied to reasonable suspicion/probable cause within server expectations.
  • Why: Keeps interactions immersive and prevents “silent cuff and dump” gameplay.
  • Consequence: Tier 1–3 for repeated low-effort processing or abusive searches; higher if tied to harassment.
  • Example: “You’re detained for questioning regarding the robbery—hands behind your back.” Then conduct the search and explain charges during transport/processing.
  • What: Police communications should remain IC and relevant. Do not use OOC info, stream chat, Discord callouts, or knowledge from other characters to locate suspects or predict actions.
  • Why: Prevents metagaming and keeps investigations fair.
  • Consequence: Metagaming is typically Tier 3–5 depending on scope/intent.
  • Example: Watching a streamer’s live location to intercept them is prohibited and will be treated as a serious offense.
  • What: AI cops exist to maintain police presence when no human cops are online. Players (including LEO characters) may not exploit AI behavior, pathing, or limitations to force outcomes, farm gear, or bypass RP.
  • Why: AI is a supplement, not a loophole for grinding or avoiding roleplay.
  • Consequence: Exploiting AI systems may be Tier 2–5 depending on intent and impact.
  • Example: Intentionally luring AI cops into a glitch spot to repeatedly kill them or avoid arrest is exploitation.
  • What: Police should not encourage or participate in cop baiting cycles (endless petty crimes to force a chase/shootout). Civilians/criminals engaging in obvious baiting may be handled firmly, but officers must still keep actions proportional and RP-focused.
  • Why: Prevents repetitive, low-quality content and escalation for no narrative reason.
  • Consequence: Officers who escalate irresponsibly in bait scenarios may face Tier 1–3; players baiting may be punished under related rules in other sections.
  • Example: A suspect repeatedly doing donuts outside PD to trigger shots fired calls—officers should respond realistically (contain, request backup, de-escalate when possible), not instantly execute.
  • What: Any corruption or “dirty cop” behavior must be explicitly approved by server administration (if allowed at all). Officers may not use police powers to benefit friends, gangs, or alternate characters. Off-duty officers must not use police tools/authority unless actively on duty and properly RP’ing it.
  • Why: Police authority is high-impact and easily abused; strict boundaries protect fairness.
  • Consequence: Unauthorized corruption/abuse of power may start at Tier 3 and escalate to Tier 6 for severe cases (extortion, targeted harassment, repeated abuse).
  • Example: Running plates, tracking, or arresting someone to help your criminal character later is character cross-contamination and abuse of power.
Safe Zones

Safe Zones exist to protect players while they are accessing essential services (menus, purchases, character management) and to prevent low-effort crime that disrupts serious roleplay. Safe Zones are not “get out of jail free” areas and cannot be used to avoid consequences or break active scenes.

1. Safe Zone Locations (What counts as a Safe Zone)

  • The following are always considered Safe Zones:
  • Any location where a player is actively in a menu (Example: vehicle purchase UI, clothing UI, City Hall/identity UI, any scripted interaction menu).
  • City Hall.
  • Car Dealerships (all dealership lots and immediate showroom/transaction areas).
  • Clothing Stores (inside the store and immediate interaction area).
  • Why: These areas are used for required gameplay functions and should not be disrupted.
  • Consequence: Initiating or continuing prohibited activity in these areas will be punished (typically Tier 1–3 depending on severity; repeated abuse escalates).

2. No Initiation of Criminal Activity in Safe Zones

  • You may not initiate any criminal scenario inside a Safe Zone, including but not limited to:
  • Robbery (player or store), mugging, hostage-taking.
  • Assault, brandishing to intimidate, kidnapping, forced restraint.
  • Selling/handing off illegal items as part of a criminal deal.
  • Planting explosives, starting heists, or beginning a “setup” that relies on Safe Zone protection.
  • Why: Crime in Safe Zones removes meaningful counterplay and undermines server integrity.
  • Consequence: Tier 2–4 depending on intent and impact (e.g., hostage-taking in a Safe Zone is treated more severely).

Example: Pointing a gun at someone at a clothing store to demand cash is prohibited, even if no shots are fired.

3. No Violence or Threats Used to Force Roleplay in Safe Zones

  • You may not use violence, threats, or intimidation to force compliance in a Safe Zone.
  • This includes “soft threats” (Example: “Come outside or I’ll shoot you when you leave”) when used to trap players in a Safe Zone.
  • Why: Safe Zones are for transactions and basic services, not coercion.
  • Consequence: Tier 2–4 depending on escalation (threats that lead to an ambush or shooting will be treated more harshly).

4. No Camping, Stalking, or “Waiting for the Menu to Close”

  • You may not camp Safe Zones to target players as they exit menus or complete transactions.
  • Following someone from a Safe Zone is allowed only if it is organic, non-exploitative RP and does not rely on the Safe Zone to deny them options (staff discretion).
  • Why: “Menu sniping” is low-quality RP and exploits protected areas.
  • Consequence: Tier 2–3 for first offenses; repeated behavior escalates to Tier 4+.

Example: Sitting at a dealership entrance with a weapon out waiting for buyers to finish purchasing so you can immediately rob them is prohibited.

5. No Using Safe Zones to Escape or Reset Active Scenarios

  • You cannot enter a Safe Zone to avoid arrest, evade a chase, break line-of-sight, or end a confrontation.
  • If you are actively being pursued, detained, engaged, or clearly in an ongoing scenario, Safe Zones do not protect you.
  • Why: Safe Zones are not intended to nullify consequences.
  • Consequence: Tier 2–4 (treated as Fail RP / scenario avoidance). If done repeatedly or during major scenes, escalation applies.

Example: Running into City Hall to avoid being tased/arrested during an active foot pursuit is prohibited.

6. Safe Zone Boundaries Do Not Create Immunity Outside the Zone

  • You cannot “toe the line” of a Safe Zone to bait actions or gain advantage.
  • You may not step in/out repeatedly to force others to stop engaging.
  • You may not shoot from outside into a Safe Zone or from a Safe Zone outward.
  • Why: Boundary abuse creates unfair, exploitative gameplay.
  • Consequence: Tier 2–4 depending on whether it escalates into violence.

Example: Standing just inside a clothing store doorway to talk trash and provoke police/criminals, then stepping out only to shoot, is prohibited.

7. No Vehicle Abuse in or Around Safe Zones

  • Prohibited conduct includes:
  • Ramming, blocking entrances/exits, pinning vehicles/players, or using vehicles to trap players in Safe Zones.
  • Doing donuts/burnouts to harass, create chaos, or disrupt transactions.
  • Why: Vehicle harassment in protected areas ruins roleplay and creates avoidable injuries.
  • Consequence: Tier 1–3 for disruption; Tier 3–5 if used to facilitate crime or causes serious harm.

8. No Kidnapping/Hostage Collection From Safe Zones

  • You may not take hostages from Safe Zones or force players out of Safe Zones to become hostages.
  • Hostage rules still apply everywhere, but Safe Zones have an additional restriction: do not use them as “hostage shopping” locations.
  • Why: Safe Zones must remain accessible and safe for uninvolved players.
  • Consequence: Tier 3–5 depending on severity and whether it leads to a major crime.

Example: Waiting at the dealership to grab a random buyer as a bank hostage is prohibited.

9. Business/Service Roleplay Is Allowed—As Long As It’s Not Coercive or Criminal

  • Allowed in Safe Zones:
  • Normal conversations, lawful business transactions, meeting friends, arranging legal jobs, roleplay that does not involve threats/coercion.
  • Not allowed:
  • Using the Safe Zone to conduct criminal negotiations that rely on immunity (Example: “Meet me in City Hall to buy drugs so cops can’t touch me”).
  • Why: Safe Zones should still feel alive, but not be exploited.
  • Consequence: Tier 1–3 depending on disruption and intent.

10. Staff Discretion for “Menu Safe Zone” Abuse

  • The “actively in a menu” Safe Zone exists to prevent players from being harmed while locked in UI. It is not a tool to avoid roleplay.
  • Intentionally opening/keeping menus to dodge interaction, stall police, or avoid being robbed/arrested is prohibited.
  • Why: Menu stalling is scenario avoidance and undermines fair play.
  • Consequence: Tier 2–4 depending on the situation; repeat offenders escalate.

Example: Opening a dealership purchase menu mid-chase to prevent being detained is prohibited.

11. Enforcement and Punishment Guidance

  • Safe Zone violations are handled based on intent, harm caused, and prior history:
  • Minor disruption/no harm: Tier 1 (Verbal Warning) to Tier 2 (Official Warning).
  • Clear exploitation, harassment, or boundary abuse: Tier 2–3 (Official Warning to 1-Day Ban).
  • Violence, hostage-taking, or repeated abuse: Tier 3–5 (1-Day to 7-Day Ban).
  • Extreme or ongoing exploitation after prior punishment may result in Tier 6 (Permanent Ban) at staff discretion.

12. Reporting and Evidence

  • If you believe a Safe Zone was violated:
  • Do not escalate OOC in chat.
  • Continue roleplay if safe to do so, then submit a ticket with clip/screenshot evidence.
  • Why: Keeps scenes clean and allows staff to enforce consistently.
  • Consequence: False reports made in bad faith may be punished under General Conduct (typically Tier 1–3).
EMS / Medical

EMS exist to support long-term, serious roleplay and keep scenarios flowing. Treat medical scenes as roleplay opportunities, not inconveniences. These rules protect EMS neutrality, patient rights, and server integrity while still allowing criminal roleplay when it makes sense.

1. Respect EMS Role & Authority

  • What: EMS are the medical authority on scene. Follow their instructions regarding treatment, movement, and scene safety.
  • Why: Medical RP requires structure to be believable and fair.
  • Consequence: Ignoring EMS instructions to gain advantage (escaping custody, dodging injuries, re-entering fights) may be punished (Tier 1–3 depending on impact).

Example: EMS tells you to remain on the ground for treatment, but you stand up and run to hide evidence. This is Fail RP and may be Tier 2–3.

2. No Targeting EMS (Strongly Discouraged)

  • What: Killing, robbing, or intentionally harming EMS is strongly discouraged and only acceptable in rare, extreme RP circumstances with clear justification.
  • Why: EMS must be able to operate without being farmed for gear, money, or easy kills.
  • Consequence: Unjustified targeting of EMS will be treated as rule abuse/Fail RP (typically Tier 2–4; repeated behavior may escalate).

Example: You shoot EMS because they are “helping the cops.” That is not a valid reason by itself and is punishable.

3. Taking EMS Hostage (Strongly Discouraged; High Standard)

  • What: Taking EMS hostage is strongly discouraged. It may only occur when it meaningfully serves the scenario and there is no reasonable alternative.
  • Requirements:
  • Must have clear, in-character justification tied to the active scenario.
  • Must be initiated with proper threat and roleplay (no instant grabs/zip-ties without interaction).
  • Must not be done solely to force revives, force PD compliance, or stall for time.
  • Why: EMS hostage situations are easily abused and can shut down medical services server-wide.
  • Consequence: Improper EMS hostage-taking is treated as powergaming/scenario manipulation (Tier 2–5 depending on severity).

Example: You kidnap EMS from the hospital parking lot “just in case” you get shot later. This is not valid and may result in a Tier 3+ punishment.

4. EMS Neutrality & No “Combat Medic” Behavior

  • What: EMS must remain neutral and may not participate in law enforcement or criminal actions (no providing tactical callouts, transporting criminals to evade police, storing weapons, or acting as a lookout).
  • Why: Neutrality is essential for trust and fair access to medical RP.
  • Consequence: EMS using their role to advantage a side is metagaming/powergaming and may be punished (Tier 2–4).

Example: An EMS tells police over radio where fleeing suspects are hiding. This is not EMS roleplay and is punishable.

5. Scene Safety Comes First

  • What: EMS may refuse to enter a “hot” scene (active gunfire, active fight, unsecured area). Patients must not force EMS into danger.
  • Why: Realistic medical procedure requires scene control.
  • Consequence: Forcing/pressuring EMS into unsafe scenes or using them as shields is Fail RP/fear RP violation (Tier 2–4).

Example: You stand behind an EMS and shoot at police. Using EMS as cover is punishable.

6. No Forcing Revives / EMS Not Required to Revive

  • What: Criminals are NOT required to allow EMS to revive someone. EMS are also not required to revive if the scene is unsafe or RP conditions aren’t met.
  • Why: Prevents “mandatory revive” abuse and preserves scenario realism.
  • Consequence: However, executing or denying medical care purely to grief (with no RP reason) can be punished as harassment/Fail RP (Tier 2–4).

Example: You refuse EMS access and repeatedly taunt them OOC/IC solely to waste their time. This may be treated as harassment.

7. No Robbing EMS, EMS Vehicles, or EMS Equipment

  • What: Robbing EMS, stealing EMS vehicles, or taking medical equipment for profit/advantage is prohibited unless explicitly approved by staff for a special event.
  • Why: EMS resources are not lootable content; theft disrupts server services.
  • Consequence: Violations typically start at Tier 2–4 depending on intent and impact.

Example: You steal an ambulance to use as a getaway vehicle. Even if you return it later, it’s still a violation.

8. Patient Cooperation & Injury Roleplay Required

  • What: If you are downed/injured, you must roleplay injuries realistically and cooperate with reasonable medical RP (answer questions, allow basic examination).
  • Why: Serious RP requires believable consequences for violence and accidents.
  • Consequence: Refusing medical RP, instantly “walking off” severe injuries, or using revival as a reset is Fail RP (Tier 1–3).

Example: You were hit by a car at high speed, get revived, and immediately sprint/jump into another chase with no injury RP. This can be Tier 2–3.

9. No “Self-Revive” Workarounds or Medical Menu Abuse

  • What: You may not use any mechanic, menu, or workaround to bypass EMS roleplay or avoid consequences (e.g., instantly healing to rejoin a fight, abusing menu safe zones while injured).
  • Why: Preserves fairness and prevents combat resets.
  • Consequence: Exploit-like behavior is treated seriously (Tier 2–5 depending on method and repetition).

Example: You intentionally down yourself to teleport/respawn closer to your group. This is abuse and may be Tier 3+.

10. Hospital & Medical Facility Conduct

  • What: Hospitals are treated as high-priority medical areas. Do not create chaos that prevents EMS from doing their job (blocking bays, ramming vehicles, spamming horns, starting fights).
  • Why: EMS must be able to process patients and keep the server functional.
  • Consequence: Disrupting medical operations is Fail RP/harassment (Tier 1–3; severe disruption can be Tier 4).

Example: You repeatedly drive into the ER entrance to stop police/EMS from moving patients. This is punishable.

11. No EMS Camping, Baiting, or Scenario Manipulation

  • What: Do not camp hospitals/EMS stations to farm interactions, force revives, or ambush newly treated players/EMS.
  • Why: Camping medical areas creates unfair loops and discourages EMS play.
  • Consequence: Hospital/EMS camping for advantage will be punished (Tier 2–4).

Example: You wait outside the hospital to repeatedly rob or shoot anyone who leaves in a wheelchair. This is not acceptable.

12. Medical Information & Privacy (No OOC Leaks)

  • What: Medical information learned as EMS (injuries, identities, confessions) must stay in-character and must not be used OOC or shared to benefit friends/other characters.
  • Why: Prevents metagaming and protects role integrity.
  • Consequence: Sharing medical intel to advantage a group is metagaming (Tier 2–5).

Example: EMS tells their gang on Discord that a rival is being treated and what room they’re in. This is a serious violation and may start at Tier 4.

Enforcement Notes

  • Staff will consider intent, severity, and prior history when applying Punishment Tiers (1–6).
  • Repeated interference with EMS services, targeting EMS without strong RP justification, or exploiting medical mechanics will escalate quickly and may result in temporary to permanent bans.
Character Rules

Your character is your identity on Next Generation Roleplay. These rules ensure fair play, prevent information abuse, and protect serious roleplay quality across all character types (civilian, criminal, law enforcement, etc.). Violations commonly result in Official Warnings or bans depending on severity and history.

1. Character Slot Limit (Max 3 Characters)

  • What: You may have a maximum of 3 characters total on your account.
  • Why: Prevents players from cycling identities to avoid consequences, grind advantages, or manipulate storylines.
  • Consequence: Tier 2–4 depending on intent (Tier 2 for accidental, Tier 3–4 for deliberate evasion).

Example: Creating a 4th character on an alternate account to bypass the 3-character limit is treated as ban evasion/intentional circumvention.

2. Cop and Criminal Characters Allowed (But Must Be Separate)

  • What: You may have both law enforcement and criminal characters, but they must be fully separated in knowledge, assets, relationships, and behavior.
  • Why: Prevents conflict of interest and “insider advantage” that breaks server integrity.
  • Consequence: Tier 2–5 depending on impact (Tier 5 if it affects investigations, raids, or major crimes).

Example: Using your cop character to learn a gang’s stash location, then switching to your criminal character to hit it later is prohibited (metagaming/cross-character contamination).

3. Absolute Character Separation (No Cross-Character Knowledge)

  • What: Information learned on one character cannot be used by another character under any circumstances, even if “it would make sense” or you “heard it OOC.”
  • Why: Protects fairness and keeps investigations, rivalries, and criminal operations organic.
  • Consequence: Usually Tier 2–4; Tier 4–5 if it results in arrests, financial gain, or major scenario disruption.

Example: Your civilian hears a plate number during a robbery. Your cop character cannot “happen to run that plate” unless they learn it in-character on the cop.

4. No Cross-Character Asset Transfers or Laundering

  • What: You may not transfer money, vehicles, weapons, property, items, or business ownership between your own characters directly or indirectly.
  • Why: Prevents “multi-character banking” and progression abuse.
  • Consequence: Tier 2–5 and potential asset removal/wipe; higher tiers if repeated or large-scale.

Example: Giving cash to a friend so they can hand it to your other character later is still a cross-character transfer and is prohibited.

5. No Using Alternate Characters to Avoid Consequences

  • What: You may not switch characters to dodge active warrants, investigations, debts, RP consequences, cooldowns, or ongoing conflict.
  • Why: Actions must have lasting consequences to maintain serious RP.
  • Consequence: Tier 2–5 depending on severity; Tier 4–5 if it disrupts active police/criminal storylines.

Example: Logging off a wanted criminal and immediately playing your civilian to “wait out” police attention is considered consequence avoidance if done to evade an active situation.

6. Character Switching Cooldown (30 Minutes)

  • What: You must wait 30 minutes between switching characters.
  • Why: Prevents rapid swapping to exploit information, avoid consequences, or stack advantages.
  • Consequence: Tier 1–3 depending on frequency and intent.

Example: Switching to your cop character 5 minutes after being robbed on your civilian to “respond” to the same scene is prohibited and will be treated as abuse.

7. One Character in One Ongoing Scenario (No Double-Dipping)

  • What: You cannot participate in the same event, investigation, or conflict with multiple characters—directly or indirectly.
  • Why: Prevents stacking influence and unfairly steering outcomes.
  • Consequence: Tier 2–4; higher if it changes the outcome of a major scenario.

Example: Your criminal is involved in a bank job. You cannot later join the police response on your cop character, even if “the scene is still active.”

8. Consistent Identity and Realistic Background

  • What: Characters must have a believable identity (name, appearance, voice/personality) and a consistent backstory. Meme/troll identities are not allowed on a serious RP server.
  • Why: Serious RP depends on immersion and consistent character behavior.
  • Consequence: Tier 1–2 for minor issues; Tier 3 for repeated trolling.

Example: A character named “Officer Big Chungus” with constant joke dialogue and no serious intent is not acceptable for this server’s RP standard.

9. No Impersonation of Staff, Streamers, or Real People

  • What: You may not create a character intended to impersonate server staff, known community members, public figures, or real individuals.
  • Why: Prevents harassment, confusion, and abuse of authority.
  • Consequence: Tier 2–5 depending on harm; Tier 5 if used to scam, intimidate, or disrupt.

Example: Making a character with a staff member’s name and acting as if you have admin power is treated as serious misconduct.

10. Character Integrity: Don’t “Rewrite” Your Character to Fit the Moment

  • What: You cannot radically change your character’s identity, core history, or established relationships to gain an advantage or escape consequences (e.g., “new personality,” “new accent,” “I don’t know them anymore”) without staff-approved story justification.
  • Why: Prevents continuity abuse and protects long-term RP.
  • Consequence: Tier 1–3 depending on intent and impact.

Example: After being identified in a crime, suddenly claiming your character has a different legal name and “that wasn’t me” with no prior RP basis is not allowed.

11. Relationship and Conflict of Interest Rules (Especially for Cop Characters)

  • What: If you play a law enforcement character, you must avoid conflicts of interest with your own criminal/civilian characters and their associates. You may not use your position to protect friends, your other character’s gang, or shared communities.
  • Why: Protects legitimacy of policing RP and ensures fairness for criminals and civilians.
  • Consequence: Tier 2–5 depending on severity; Tier 5 for corruption used to shield your own network or gain intel.

Example: “Accidentally” delaying backup to help your criminal character’s crew escape is prohibited, even if played off as “RP corruption,” unless it is staff-approved and not tied to your own characters/associates.

12. Staff Enforcement and Remedies

  • What: Staff may require you to rename, rework, or retire a character that repeatedly violates standards, creates community issues, or is built around rule circumvention.
  • Why: Keeps the server healthy and prevents repeat abuse through character design.
  • Consequence: Tier 2–6 depending on behavior; may include forced character wipe/retirement in addition to bans for severe abuse.

Example: If a player repeatedly uses “fresh characters” to restart criminal progression after consequences, staff may remove assets, retire the character, and issue bans for continued evasion.

Technical Rules

These rules protect server stability, fairness, and the integrity of serious roleplay. Technical abuse ruins scenarios faster than any IC action. If something feels “too strong,” “too easy,” or “not intended,” assume it is not allowed until staff confirms otherwise.

  • What: Using any cheat, injector, mod menu, aimbot, ESP/wallhacks, recoil/spread removal, damage multipliers, teleport, godmode, vehicle handling edits, or any modification that provides an unfair advantage.
  • Why: It destroys competitive fairness, RP outcomes, and server trust.
  • Consequence: Immediate Tier 6 (Permanent Ban). In severe cases, associated accounts may also be removed.
  • Example: Using a “clean” mod menu only to spawn items or fix a stuck vehicle is still cheating and is not allowed.
  • What: Abusing server/client bugs or unintended mechanics to gain an advantage (money, items, weapons, escape, invulnerability, forced desync, etc.).
  • Why: Exploits bypass progression and invalidate RP consequences.
  • Rules:
  • If you discover an exploit, stop using it immediately and report it to staff (with steps to reproduce if possible).
  • “Everyone does it” is not a defense.
  • “It was an accident” only applies once; repeated “accidents” become abuse.
  • Consequence: Typically Tier 3–Tier 5 depending on impact and intent; major economy/duplication exploits may result in Tier 6.
  • Example: Repeatedly using a menu/interaction to duplicate items or money is exploit abuse.
  • What: Any attempt to duplicate items/cash, bypass purchase requirements, force inventory desync, manipulate crafting, or abuse sell/buy loops unintended by design.
  • Why: It breaks the economy and progression for the entire community.
  • Consequence: Tier 4–Tier 6 depending on scale; large-scale duping is commonly Tier 6.
  • Example: Dropping items during a server save/restart to “clone” them is duping and will be treated as intentional.
  • What: Using alternate accounts to bypass bans, warnings, cooldowns, character limits, or to hide identity; using spoofers/VPNs to evade enforcement; sharing accounts.
  • Why: It undermines moderation and fair access.
  • Consequence: Tier 5–Tier 6. Ban evasion is typically Tier 6.
  • Example: Creating a new account after a suspension to keep playing is ban evasion.
  • What: Leaving the server to avoid arrest, death, being robbed, losing a pursuit, or any RP consequence; intentionally crashing/closing FiveM; “internet pull” excuses that repeatedly occur only during losses.
  • Why: It invalidates RP and wastes other players’ time.
  • Rules:
  • If you disconnect during an active scenario, you must return as soon as possible and continue the RP where it left off.
  • If you cannot return, you must notify staff promptly with a clear reason.
  • Repeated “disconnects” in high-stakes moments will be treated as intentional.
  • Consequence: Tier 3–Tier 5 depending on history and severity.
  • Example: Logging out while cuffed or while being held at gunpoint to avoid consequences is combat logging.
  • What: Remaining AFK in ways that take up slots, avoid RP, or generate money/items/benefits without active play.
  • Why: AFK farming harms server economy and player access.
  • Rules:
  • Do not AFK in high-traffic areas (PD, hospitals, City Hall, dealerships, clothing stores, job start points).
  • Any method of automated input (macros, rubber-banding, scripts) to prevent AFK kick or to farm is prohibited.
  • If you must step away, move to a low-impact location and do not occupy scenario-critical areas.
  • Consequence: Tier 2–Tier 4 depending on impact; automated farming can escalate to Tier 5.
  • Example: Using a macro to keep your character moving in circles to avoid AFK kick is not allowed.
  • What: Adjusting settings or using external tools to gain visibility/combat advantages (e.g., removing shadows/foliage to see players, forced brightness/filters to negate night).
  • Why: It creates unfair PvP/RP outcomes and undermines immersive play.
  • Rules:
  • Normal in-game graphics adjustments are allowed, but “competitive advantage” configurations or third-party tools intended to remove visual concealment are not.
  • If staff determines your setup provides an unfair advantage, you must change it immediately.
  • Consequence: Tier 2–Tier 5 depending on intent; third-party advantage tools may be treated as cheating (Tier 6).
  • Example: Using external shaders or config edits specifically to make bushes/foliage transparent so you can spot hidden players is prohibited.
  • What: Using soundboards, voice changers, or audio routing to earrape, bypass voice range, impersonate staff/system audio, or disrupt RP; exploiting voice to gain tactical advantage (e.g., playing fake sirens to confuse pursuits).
  • Why: It disrupts communication and can be used to grief or powergame.
  • Rules:
  • Soundboards/voice changers are only allowed if they do not disrupt RP, do not impersonate staff, and remain realistic/role-appropriate.
  • Do not use audio to mask communication during active scenarios (e.g., blasting music to prevent negotiations).
  • Consequence: Tier 2–Tier 4; staff impersonation may escalate to Tier 5–Tier 6.
  • Example: Playing “dispatch” or “admin” audio clips to manipulate players is prohibited.
  • What: Using macros/scripts to automate actions (firing, recoil control, lockpicking, farming, driving patterns), or any tool that removes skill/time requirements.
  • Why: Automation is an unfair advantage and undermines RP effort.
  • Consequence: Tier 3–Tier 6 depending on the automation and impact; combat automation is often treated as cheating.
  • Example: A macro that perfectly controls recoil or rapid-fires beyond intended weapon behavior is prohibited.
  • What: Sharing private logs, doxxing via technical info, posting someone’s personal data, or weaponizing clips to harass players; falsifying evidence.
  • Why: Protects player privacy and ensures fair moderation.
  • Rules:
  • You may record your gameplay for evidence, but do not publish private information (names, IPs, DMs, etc.).
  • Do not edit clips to misrepresent events when submitting reports.
  • Staff may request raw/untrimmed footage for verification in serious cases.
  • Consequence: Tier 4–Tier 6 depending on severity; doxxing is immediate Tier 6.
  • Example: Posting a player’s personal information obtained through Discord, logs, or “tech tricks” is a permanent-ban offense.
  • What: Using restarts, scuff, or desync as a blanket excuse to ignore RP outcomes; intentionally causing lag/desync (packet flooding, resource abuse).
  • Why: Scuff happens, but RP must remain fair and consistent.
  • Rules:
  • If a scuff materially changes an outcome (teleport, invisible player, bugged cuffs/doors), pause and communicate in-character first when possible, then use agreed fixes or request staff help.
  • Do not intentionally “force scuff” (spamming interactions/animations to bug out, repeatedly ramming to desync vehicles, etc.).
  • Consequence: Tier 2–Tier 5 depending on intent and disruption.
  • Example: Spamming a door interaction to glitch inside a locked bank area is exploit abuse.
  • What: Refusing reasonable requests for information during an investigation (e.g., refusing to provide clip perspective, refusing to stop using a suspected exploit, evading staff questions).
  • Why: Staff must be able to verify technical issues and enforce rules consistently.
  • Rules:
  • You must comply with immediate staff instructions related to server integrity (stop an action, relog, move location, cease using a feature).
  • You are not required to share personal files beyond what is reasonable for the incident, but refusal to provide any gameplay evidence you claim to have may limit your report’s outcome.
  • Consequence: Tier 2–Tier 5 depending on obstruction and history.
  • Example: Continuing to use a known dupe method after staff announces it is under investigation will escalate punishment.

Reminder: “I didn’t know” is not a defense for technical abuse. When in doubt, stop the behavior and ask staff. Script-based cooldowns exist for many activities; attempting to bypass them through any technical method is treated as exploit abuse (Tier 4–Tier 6 depending on impact).

Punishments

These guidelines explain how staff will enforce rules on Next Generation Roleplay. The goal is consistency, fairness, and protecting serious roleplay. Punishments are based on severity, intent, impact on others, and your prior history. Staff may escalate or reduce within reason to fit the situation.

Punishment Tiers

  • Tier 1: Verbal Warning
  • Tier 2: Official Warning (logged)
  • Tier 3: 1-Day Ban
  • Tier 4: 3-Day Ban
  • Tier 5: 7-Day Ban
  • Tier 6: Permanent Ban

1. Staff Discretion & Consistency

  • What: Staff will apply punishments using the tier system, but may adjust the starting tier based on context (severity, intent, history, and harm to RP).
  • Why: Not all rule breaks are equal; repeat behavior must be addressed.
  • Consequence: Minor first-time issues often begin at Tier 1–2; deliberate or high-impact violations may begin at Tier 3+.

Example: Accidentally breaking a minor chat rule may be Tier 1–2, while intentionally ruining a major scenario may start at Tier 3–5.

2. Escalation for Repeat Offenses

  • What: Repeating the same or similar violation increases punishment tiers, even if the new incident seems “small.”
  • Why: Patterns show unwillingness to follow rules and damage the server long-term.
  • Consequence: Typically escalates 1–2 tiers per repeat incident; chronic repeat offenders risk Tier 5–6.

Example: Multiple RDM-related incidents over a short period may escalate from Tier 2 to Tier 4+.

3. Severity, Intent, and Impact Determine the Starting Tier

  • What: Staff will consider:
  • Intent (mistake vs deliberate)
  • Impact (how many players/scenarios were affected)
  • Risk (could it have caused major harm or server instability)
  • Evidence (clear proof vs unclear)
  • History (previous warnings/bans)
  • Why: Enforcement must match the damage done to roleplay and community trust.
  • Consequence: A single severe act can result in Tier 4–6 even with no prior history.

Example: Intentionally exploiting a mechanic to win a heist may start at Tier 4–6 depending on impact.

4. Zero-Tolerance Offenses (Immediate Tier 6)

  • What: The following are considered immediate permanent ban offenses:
  • Cheating, mod menus, injected clients, aim-assist tools, packet manipulation, or any form of hacking
  • Doxxing, posting personal information, or attempting to obtain it
  • Real-world threats, encouraging self-harm, or credible threats of violence
  • Ban evasion (any attempt to bypass a ban using alt accounts, spoofing, or other methods)
  • Why: These actions endanger players and the server’s integrity.
  • Consequence: Tier 6 Permanent Ban (and potential report to platform/Discord as applicable).

Example: Using a third-party tool to gain money/items or avoid damage is an immediate Tier 6.

5. Exploit Abuse & Economy/Progression Abuse

  • What: Abusing bugs/exploits (duplication, invincibility, clipping into interiors, bypassing cooldowns, etc.) is prohibited. You must report exploits and stop using them immediately.
  • Why: Exploits destroy fair progression and invalidate RP outcomes.
  • Consequence:
  • Accidental discovery with immediate reporting: typically Tier 1–2
  • Repeated use or concealment: Tier 3–5
  • Large-scale or organized abuse: Tier 6
  • Staff may remove illegitimate items/money and roll back progress.

Example: Discovering a duplication glitch and continuing to duplicate items “just a few times” can result in Tier 4–6 depending on scale.

6. Evidence Standards & Cooperation

  • What: Staff decisions are made using available evidence (server logs, clips, screenshots, witness statements). Players are expected to cooperate during investigations.
  • Why: Fair enforcement requires reliable information and timely resolution.
  • Consequence:
  • Refusing to provide requested relevant information, lying to staff, or deleting evidence may increase punishment by 1–2 tiers.
  • Severe deception or evidence tampering can result in Tier 5–6.

Example: Deleting a clip after being asked for it, or intentionally providing a misleading edit, may escalate a Tier 2 issue to Tier 4+.

7. Staff Disrespect, Interference, and “Arguing the Punishment”

  • What: Harassing staff, spamming tickets, disrupting active moderation, or refusing to follow staff instructions is prohibited. You may respectfully disagree, but you must comply first and appeal afterward.
  • Why: Staff must be able to resolve issues quickly without escalation.
  • Consequence:
  • Minor disrespect: Tier 1–2
  • Repeated harassment or targeted abuse: Tier 3–5
  • Threats or doxxing attempts: Tier 6

Example: Continuing to argue in global chat after being told to stop can turn a Tier 1 situation into Tier 2–3.

8. Punishments May Include Additional Corrective Actions

  • What: Staff may apply corrective actions alongside or instead of bans/warnings when appropriate, including:
  • Item/money removal, vehicle seizure, property reset
  • Scenario rollback (when feasible)
  • Temporary feature restrictions (e.g., heist restrictions)
  • Required rule review before returning
  • Why: Fixing the harm matters as much as punishing the behavior.
  • Consequence: Failure to comply with corrective actions can escalate to Tier 3–5.

Example: If you gained money through rule-breaking, staff may remove it and issue a Tier 2–4 punishment.

9. Combat/Scenario Integrity Violations Are Treated as High Impact

  • What: Violations that ruin active scenarios (RDM/VDM, combat logging, severe powergaming, abusing safe zones, repeated NLR breaches) are treated as high-impact due to the number of players affected.
  • Why: Serious RP depends on fair, believable outcomes.
  • Consequence: Often Tier 2–5 depending on clarity and severity; repeat behavior may reach Tier 6.

Example: Combat logging to avoid arrest during a major heist may start at Tier 3–5 even if it’s your first offense.

10. Ban Lengths, Conditions, and Return Expectations

  • What: Temporary bans (Tier 3–5) may include conditions for return (e.g., acknowledging rules, agreeing to stop specific behavior). Returning players are expected to immediately comply with all rules.
  • Why: Temporary bans are meant to correct behavior, not just punish.
  • Consequence: Violating return conditions or immediately repeating behavior may result in escalation to Tier 5–6.

Example: If you return from a Tier 4 ban and repeat the same violation within a short timeframe, you may be moved to Tier 5 or Tier 6.

11. Appeals Process (How to Dispute a Punishment)

  • What: You may appeal official warnings and bans through the designated appeal method (typically Discord ticket/appeal channel). Appeals must be calm, factual, and include any relevant evidence.
  • Why: Appeals ensure accountability and correct mistakes.
  • Consequence:
  • Valid appeals may reduce or remove a punishment.
  • Abusive, dishonest, or spam appeals may result in additional punishment (Tier 1–3) and appeal denial.

Example: An appeal that includes a full unedited clip and timestamps is far more likely to be reviewed favorably than a short out-of-context snippet.

12. No “Witch Hunts” or Public Callouts

  • What: Do not post accusations, staff DMs, or “exposing” content publicly. Report issues through proper channels.
  • Why: Public callouts escalate drama, spread misinformation, and harm community trust.
  • Consequence: Depending on severity, Tier 1–4. Repeated targeted harassment may reach Tier 5–6.

Example: Posting a player’s name in chat and encouraging others to mass-report them instead of submitting evidence privately can result in an official warning or ban.

13. Shared Responsibility (Group Scenarios and Organized Rule Breaking)

  • What: If a group coordinates or benefits from rule breaking (organized exploit abuse, coordinated RDM, planned metagaming), staff may punish all involved parties.
  • Why: Organized misconduct is more damaging than a single mistake.
  • Consequence: Typically Tier 3–6 depending on organization and impact.

Example: A crew knowingly using an exploit to bypass a heist cooldown can result in bans for everyone who participated or benefited.

14. Finality of Staff Decisions in the Moment

  • What: Staff decisions during live incidents are final in the moment to stabilize gameplay. Disputes must go to appeals afterward.
  • Why: On-the-spot arguments prolong disruption and worsen conflicts.
  • Consequence: Refusal to comply may result in escalated punishment (typically +1 tier).

Example: If staff instruct you to leave an area or stop an action during an investigation, continuing anyway may turn a Tier 1 warning into a Tier 3 ban.

Welcome to Next Generation Roleplay!

We are a vibrant and dedicated GTA V roleplay community focused on immersive, realistic experiences. Whether you're a seasoned roleplayer or just starting, our server offers endless opportunities to create your story. Join us and become part of our growing family!

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