Long Patrol Rules

From Redwall MUCK Wiki

Rules & Policies

  1. First and foremost, you must follow the rules of the MUCK! Remain true to the genre and the G-rating at all times.
  2. You may not leave the Salamandastron/Shore area unless on a larger patrol mission, due to the IC constraints of distance (i.e., no strolls to Redwall Abbey, please). However, characters are free to roam the Sala/Shore area, on patrol or otherwise.
  3. You may not bring vermin into Salamandastron. No vermin species are allowed inside the mountain, under any circumstances. The Mountain is essentially a military base, and even woodlanders are a rare sight inside, if they are not hares.
  4. You must be a hare. There are a few rare exceptions, but for the vast majority of players, that's not what this group is for. We're the fighting hares of the Long Patrol. Like the books.
  5. You must make sense ICly. Your character should not do something that they would not reasonably believe would have a positive outcome in their favor. For instance, unless your character had a deathwish, they would not attack a group of ten armed vermin by themselves. It doesn't make any sense. If they only saw one vermin and the other nine emerged after they attacked, that's a different story, but your IC actions should always be reasonable. "But my character is mentally unstable." Then it makes sense for them to do things that wouldn't make sense for other people. It needs to make sense in the mind of the character or it doesn't fly. If your character acts mentally unstable, though, we will treat them as such, and if deemed a risk to the group at large, your character is likely to be removed (again, it makes sense).
  6. You may not have IC knowledge of information that you gained OOCly. Just because you know so-and-so has their character in such a place does not mean that your character knows that same information. There are ways to gain that information, but you must do it ICly. No magic scouts, no flying NPC spies, no smelling a strange odor on the wind from miles away. If it's not likely or even possible, then don't try to pull that sort of stunt in RP.
  7. You should call out other players on the above behavior (OOCly) and inform them that you will ICly proceed as if their breach of RP etiquette had not occurred. You will also make note of the time, take screenshots, and notify me personally. This is not good RP, it's not good etiquette, it's not good behavior, and I will not tolerate it being done to the members of my group. I will go to bat for you to the highest level of administration if it becomes an issue.
  8. You may not be all-powerful. This should go without saying, but I've seen it happen too many times on the Muck. You can't win every fight. You can't dodge every arrow. You can't know things you shouldn't know. You can't be a flawless, titanic myth of a hero. You may be powerful, and this group is all about real, three-dimensional heroics, but make sure that you balance things out. We've all RPed with the traveling swordmaster/harpist/blacksmith/tinker/tailor/soldier/spy. It's no fun to RP with someone who has no quirks, no character flaws. It's the same as having a conversation with a know-it-all. You just end up frustrated. Let's not do that to our fellow players.
  9. You may have a maximum of three characters in the group. This is to keep you sane and make sure that none of your characters end up sitting on the shelf for inordinate amounts of time.
  10. You may not spoof hordes of underlings. This is another rule that may change later, but for the time being, 90% of our group interactions will occur via actual characters. This is one of the things that makes our group special. Spoofed heroes are a dime a dozen. We want to give people the chance to play against real, interesting good guys.
  11. You may not halt an invading horde by yourself. It's simply not feasible.

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