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The Sixty Thieves
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Return to: Guild Rules
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#Post#: 514--------------------------------------------------
Code of Conduct
By: Tact Date: April 13, 2016, 5:54 pm
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The following is the common code of roleplay conduct that every
member of the guild is expected to adjust to, and failing to do
so will lead into displeasure in the leading ladder.
[hr]
[tt]Consequences:[/tt]
- Be ready to take consequences on the same level as the people
we roleplay with. This means, for example, that we don't need to
be killable to opponents we do not deem to be such either, and
in turn will not try to enforce severe consequences on other
players if we're not ready to receive the same consequences
ourselves. In guild events, we expect unkillable characters to
try avoiding situations in which the only sensible consequence
to befall on them is death.
[tt]General:[/tt]
- Avoid fast-travelling. We tend to put a fair amount of thought
into our travel times and travel events, and if individual
members jump around the map on a regular basis, it breaks the
atmosphere and narrative we are trying to maintain. We know from
lore that Azeroth is much bigger than represented in-game, and
try to take this into account in our roleplay. However, the
occasional fast-travelling via portals is acceptable, if done to
complete or further specific tasks or storylines. If in doubt,
ask an officer.
- Stick to low power-levels. This guild consists of the lowlives
of the world; petty pickpockets, burglars, fences, conmen, and
muggers. As such, characters with high power-levels do not fit
well into the guild's theme or narrative, nor would they have
the need to steal to make their coin to begin with. This also
means that we are typically at a disadvantage when coming to
blows with other player characters. The gang's strength lies
mainly in wits, numbers, and extensive scheming.
- Do not use stealth. Using the stealth mechanic in roleplay is
a controversial topic, often associated with cases of metagaming
and poweremoting. Due to the low power-level we want to maintain
in the guild, and the limitations of level and class what comes
to stealth detection, we have taken a general stance against the
usage of stealth, also meaning you don't need to accept
stealth-spying from others. Though more challenging, sneaking
without stealth tends to be much more fun and interactive.
- Be mindful of NPC guards. Be aware of guards in towns and
cities, even if they are just NPCs. Mugging someone in the open
streets would come to the attention of the law enforcement, even
if there are no players available to play the role of grunts or
other guards. To avoid OOC controversy in the absence of
players, make use of quiet corners and alleyways when
administrating beatings, or stick to some of the more discreet
crimes, such as picking pockets, dealing narcotics, or selling
stolen goods.
- Make use of low-key RP gear. While the guild has no uniform of
any kind, we encourage our members to wear some of the more
low-key pieces of gear that are available in the game. This is a
matter of both immersion and practicality. A petty pickpocket or
street thug would look out of place with flaming swords and
glowing armour, not to mention that such gear tends to come at
an expensive price, and to the detriment of subtlety.
[tt]Earnings:[/tt]
- Handling currency. Players can have various views what comes
to dealing with finances in roleplay. We handle money like most
other roleplaying guilds on this realm, where silver is the
basic currency, comparable to one euro, pound or dollar. Thus, a
gold coin would be equivalent to 100 euros, pounds or dollars.
If you rob or get paid by a player who treats money on a
different scale, contact one of the officers, and/or follow the
rules below, to stay consistent with the way the guild handles
economy.
- Selling items. Do not sell anything from the guild's stock for
a price that's over three times the stated minimum price, to
stay consistent with the way the guild handles economy. The
recommended method is to aim for double the minimum price, which
allows for the customer to haggle or add a tip on top of the
deal. If you come across a player that insist on paying you more
regardless, then the earning is to be nerfed down to the maximum
price allowed.
- Earnings through begging and donations. Being one of the least
challenging methods of earning money in roleplay - while also
being one of the most vulnerable to suffer from differing views
on how to handle money - we will nerf down any earnings higher
than three gold. Similarly, if the earning comes in the form of
an item, we will nerf down its quality or powers appropriately
to take this into account. This is to stay consistent with the
way the guild handles economy.
- Other earning methods. What comes to scamming, robbing,
pickpocketing, gambling, or any other method a thief might
utilise to make money in roleplay, we will become suspicious of
all earnings ranging between 5 and 10 gold or above. In these
situations, expect an officer might get in touch with you, and
prepare yourself that the earning may end up nerfed. Difficulty
scales reward; a small-time scam in a tavern shouldn't amount to
as much as mugging a powerful warlock. Each case will be
assessed individually with the member in question.
- Earnings from OOC friends. While we do not want to discourage
anyone from roleplaying with their friends, OOC connections are
not to be used for the sole purpose of boosting a character's
progress in the guild. Easy earnings made through OOC friends
may be nerfed down to a lower amount, with each case getting
judged individually by the officers of the guild. This is not to
punish those who enjoy roleplaying with people they know and are
comfortable with, which is very much allowed, but rather to
encourage branching out and engaging other members of the
community.
[hr]
This code of conduct is for the enjoyment and integrity of all
the community.
- Tact
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