• Lore Consistency - If you aren't sure if something exists or can exist in the setting, ask. Keeping the world consistent is everyone's responsibility, and it's no fun to play in a confusing mess of a setting rife with internal conflicts. On this note, remember that anomalous activity is uncommon; don't throw it around or introduce and create it without approval.
  • Don't Metagame - Keep in-character discussions in-character and do not confuse IC and OOC drama. Don't let things you've been told out-of-character influence how your character acts. While the GMs cannot be the thought-police, meta-gaming takes away from the overall roleplaying experience. Use your judgement as players to determine what you should and should not discuss OOC with other players. You as a player might know something that your character has absolutely no way of having learned, so don't mix up the two.
  • RP Is A Choice - It is the player's right in any roleplaying game to step away from scenarios they are uncomfortable with. Fifth Sanctum's is no different. All cast members have the right to extract themselves from situations and scenes they're uncomfortable with, participation is entirely voluntary. This also of course extends to soft RP scenes. No player can force another player into a plot/scene they don't want.
  • Character Loss - Your characters can die or otherwise be removed from the game only if either you, their player, allow it, or you have consented to apply for a run operating on a "0 HP" rule (see below). The same applies for permanent injury or anything with permanent effects. Nobody can force you to change your character through in-character means. (Note that characters still must be approved, and GMs may ask you to change something for lore reasons or ability balance reasons if something wasn't caught during the character creation and approval process. This, however, is extremely rare and we'll do our best to work with you.)
    • Note that extreme cases of causing injury, physical or mental, qualifies as player consent to lose the offending character. If you're worried about whether something is that severe or not, first consider what it would take to fix it, including emotional recovery, then ask a GM.
    • GMs have the option to implement a "0 HP" rule for a run before starting it, wherein, upon reaching 0 hp or psyche with a character, said character experiences an injury of the GM's choice, up to and including death. The most severe injury possible must be stated before sign-up for the run begins, and the player must consent to the conditions having full knowledge of such a risk.
  • Player Age - If you're not at least sixteen (16) years old, you probably shouldn't be here. It's the minimum age for both being and acting.
  • Flavor Matters / Don't Power Game - Keep things believable in the context of the setting, and extend this to character progression as well. We try to keep things realistic, and that includes that there is no "main character" or the like.
    • Min-Maxing / Munchkining - Don't ignore the spirit of the rules or the mechanics in favor of solely the letter. It's not perfect, and we know that, but the game isn't a competition, and the mechanics are here to help tell about a character and their abilities, not be exploited. Similarly, real people aren't insanely imbalanced toward being perfect at one thing to the exclusion of all else. Even human NPCs meant for combat have non-combat skills and aren't built optimally - they're still human, after all.
    • Mary Sue / Gary Stu - You are not the best at everything. You have flaws. There is a word for people and characters without flaws: boring. There's another word for them too: fake. Don't be boring and fake.
    • Roll Abuse (Especially Social) - Don't turn soft RP into hard RP unless both sides agree. Even then, take rolls as a guideline, not as hard fact! If you roll something in soft RP, it doesn't dictate the outcome on its own, and similarly players never have to act in accordance with social rolls - do try to take the social abilities of other characters into account, since a lot is lost in text and they might simply be better at convincing than their player is, but never feel like you have to follow through. If someone tries to persuade your character to do something they would never do, or that you as a player can't agree with allowing to happen, then no amount of rolling changes that.
    • God-Mode - On the other side of roll abuse, do take into consideration the abilities of both your character and others. Don't try to make your character do something they shouldn't be capable of, don't outright ignore wounds, and don't act like your 3 dodge character avoids every hit ever when sparring with their 12 attack friend! Even if you're not bound to the numbers in soft, do take them into consideration.
  • Help and Harm - Character actions affect the world around them. Player actions and decisions equally so. Try to keep this world we share a good one, and avoid actions and decisions that are terrible for the setting and game as a whole! Overall this isn't a PvP game, it's collaborative storytelling. Ask yourself if your actions are good for the story and the game, and similarly ask yourself about the consequences of your choices.
  • Attention and Clarity - If you're in a scene with someone, pay attention! The other player is giving their valuable time to play with you, and if you're off doing something else while only occasionally glancing at the scene's channel, taking half an hour to respond to each post, then unless the other player knew this would happen before the scene started and is okay with it, there's a problem! Similarly, try to keep things as clear and coherent as you can. If something doesn't make sense to you, ask the other player to clear it up. If you think something could be very ambiguous and it's not meant to be, or it's something the other player will need to react to, clarify that too!
  • Retroactive Continuity - Sometimes, because we players are merely human, it becomes necessary to retcon something. This should hopefully come up only very rarely, and should not be abused, but some cases are very good reasons to do so! Primarily, if a factual error is made, a player misunderstands circumstances that would have been clear to the character, a character acts radically out of character due to player mistake (or mood leakage), or (hopefully accidental) metagaming occurs, a retcon is probably acceptable. However, several cases are decidedly not accepable reasons to retcon. You may not retcon anything because you don't like the consequences that an action had, even though the action was possible and in-character at the time. As well, you may not retcon another character's actions — if you believe that a player made a mistake, talk to them. If they won't budge, talk to a GM. If the GM does not budge, consider the possibility that you are wrong. On the whole, if a GM says you can't retcon it, you probably can't - though you can ask them to reconsider if you think they haven't looked at the circumstances and your reasoning.
  • Word Of GM - We have GMs for a reason. If they make a ruling, please respect it or discuss it calmly with them, and include evidence if it's a matter that warrants it. You'll never be punished just for disagreeing or questioning. GMs are players too, on the same level with any other in the grand scheme of things, but they have their position to help offer stability and to help ensure the game runs smoothly and remains fun for all. Being a GM does not automatically make them right, but it does make them someone who has earned their say in things, including what's okay and what isn't. While presenting your case, arguing a point calmly, and appealing a decision is okay, badgering, spamming or continuing to press the argument after your case has been heard out and a decision has been finalized is not.
  • If You Want A Plot Line, Ask - We can't monitor every single thing that happens ever, and we can't read your minds. If you want something to happen for your character, it probably won't happen on its own - you need to bring it up!
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