Criminals, as with all other characters, should have a purpose in New Dakota. The goal of criminal roleplay should be to explore the experiences of being a criminal within New Dakota. One should immerse themselves in the role, interact with other characters, and navigate the challenges and consequences of a life of crime.
Ultimately, all criminals should contribute to a rich, engaging, and believable criminal underworld that adds depth and excitement to all other characters stories.
Proper criminal roleplay fosters a sense of challenge and excitement for criminals, bystanders, and law officers in pursuit.
It presents an opportunity for criminal groups to strategize, organize crime, plan heists, evade law enforcement, engage in thrilling cat-and-mouse pursuits, and overall promote camaraderie amongst themselves and others.
This code of conduct applies to any characters that perform illegal activities, intentional or not.
| Reminders
[21.01] All server rules must be observed at all times.
This includes but is not limited to group size, VYL, & RDM.
[21.02] Should a player choose their character to be a criminal, that criminal cannot start as a crime lord with a criminal empire. That character should also start with small petty crimes and progress naturally.
[21.03] All illegal activities require proper scenario initiation with law and/or civilians involved. Groups must identify themselves, and declare any distanced participants.
[21.04] Criminals must value their lives, their freedom, and the lives and freedoms of bystanders (NPCs included).
[21.05] Roleplay over gunplay.
If you’re planning to have a shootout, remember that the roleplay leading up to that event is just as important as respecting the rules of a shootout.
[21.06] Character traits are not an excuse for habitual violence.
[21.07] Criminals not involved with a whitelisted gang, may only have 4 active participants during illegal activity.
Non-whitelisted groups may not participate in gang wars or bank robberies.
| General Crime Rules
[22.01] Illegal activity is prohibited within the following constraints:
- 30 minutes prior to a server reset (storm).
- 15 Minutes after a server reset (storm)
- 48 minutes after release of arrest
- Overpopulated areas
[22.02] An acting criminal may flee the scene with or without lawmen in pursuit after 1 minute of completing a public illegal activity.
[22.03] Criminals may not enter instanced locations of any kind for 48 minutes after committing any kind of crime.
[22.04] Criminals may not change their appearance, including outfit in any way within 48 minutes of criminal activity.
Clothing articles may be stacked, and removed.
Characters may change hairstyle, but not hair length, or color.
[22.05] All players must give consent before engaging in any torture RP. Use creativity when obtaining consent.
| Gangs/Posses
Gang: An established, whitelisted group of four (4) or more persons that operates under a group name.
Posse: A small, Non-whitelisted group of friends, traveling together.
[23.01] Characters may not be apart of more than one gang.
[23.02] Gang leaders must be present in the server for a minimum of 2 weeks prior to applying to whitelist a gang
[23.03] Gangs and posses are allowed to have physicians within the gang and on hand.
[23.04] Posses may not exceed the group sizing rule of 4.
[23.05] Whitelisted Gangs can claim areas as their territory. Claimed territory however is not owned by gangs, nor to be RPed as such for any reason.
[23.06] Gangs cannot prevent townsfolk from using amenities within a territory they’ve claimed.
[23.07] Gangs can prevent a member of a rival gang member from using such amenities during gang conflict.
For additional information on gang whitelisting, click here.
| Law Interaction
[24.01] Criminals of all reputation levels should always respect the VYL rule when interacting with law.
It is important to consider that law are allowed up to +1 Character per scenario against large criminal groups.
[24.02] Respect the limits of game mechanics when interacting with law.
[24.03] Excessive hostility to law will result in moderator intervention.
[24.04] Jail breaks are only permitted during the transport of a prisoner.
[24.05] Be wary of locked doors/cells showing incorrectly on your screen. If a door should be locked, please act accordingly. Game exploits cannot be used as a method of escape, or avoidance.
| Robberies
[25.01] Only one bank robbery per group per storm.
Chain robberies of any kind are prohibited.
[25.02] Criminals must advise law of accurate numbers during a robberies.
[25.03] Only one person per group may rob a player. If a double robbery occurs (2 people rob the same person at the same time) the second robber must return money & items stolen.
[25.04] Robbery victims may not be harmed after the robbery, unless they are a threat to the robbers life or freedom.
Provoking a robber is grounds for harm.
[25.05] Criminals may not force a player to empty their bank account or their satchel/pockets.
[25.06] Criminals may not rob a player who cannot reasonably defend themselves (eg. spawning, starting or finishing a job, changing, or while in a menu)
[25.07] Train Stations, Telegraph Offices and Wagon Delivery Points are safe zones.
Players may not camp or guard at these locations to rob or abduct a player.
[25.08] Outside help is not allowed during a robbery, unless your group strategically & internally plans this. This violates the group stacking rule.
| Hostages & Kidnapping
A player or players that have been removed from their own line of RP by force, brought to a new location, and/or held against their will for an extended period of time.
[26.01] Proper initiation must be conducted prior to kidnapping another player.
[26.02] Lawmen and Doctors can only be taken hostage 1 at a time per group.
[26.03] Players cannot be held hostage for more than 1 in game day (48 minutes).
[26.04] Hostages must not be a willing participant. You must organically abduct a hostage.
[26.05] Players who cannot reasonably defend themselves cannot be taken as a hostage. (eg. spawning, starting or finishing a job, changing, while in a menu)
[26.06] Hostages may be disarmed without stealing their firearms through the use of /me. Hostages must observe being disarmed and surrender their weapons.
[26.07] Hostages should be taken care of, and given the opportunity to manage hunger and thirst.