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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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