The General Rules Only Day Thread: https://cm-ss13.com/viewtopic.php?f=57&t=17564
The Rules: https://cm-ss13.com/viewtopic.php?f=57&t=5094
The Roleplay Guidelines: https://cm-ss13.com/viewtopic.php?f=57&t=5093
The Rules You Have To Follow On the 13th
Rule 0.
Rule 0 is broken up into four parts. Rule 0, at its core, functions as a blank check for Admins to control the flow and function of the round at their leisure. It also gives them executive decision in any conversation regarding the rules, unless later debated in a staff or player complaint. Follow what they say and don't be overtly aggressive. The Admins run the rounds and they're not going to put up with your shit. Plain and simple.
Rule 0.1 is a clear statement that rules "function as intended." So if you bring up the semantics of why you're getting banned for priming and detonating a grenade in briefing, and that you somehow magically justify your actions, Admins can still hit you with a griefing ban and you'll never see the light of day. It also states that Admins have, in the immediacy of the round, the authority on the rules.
Rule 0.2 might in fact just be the single most important rule for this upcoming shitshow. It's the Roleplay Guidelines, and if enforced properly by the Admins and associated Mods, the rounds will mostly be unchanged. The Roleplay Guidelines have some important distinctions that should be the glue that keeps the rounds from looking like /TG on a Friday night.
As for Xenos, the key point that people seem to be missing on the fucking announcement thread is that they think bugs aren't allowed to give a fuck about the Queen and can do whatever they want. Aside from the point that it's detrimental to the round as a whole for you to go and do your own thing when you have a decent Queen, you're not allowed to disobey orders, still. Even for this event. With 0.2 in effect, the Guidelines state, "her will must be followed." Meaning, you still have to abide by the Queen. It also means you can't go and repeatedly spawn into Larvas in order to get them killed.
Rule 0.3 is primarily just the words in bold about VPNS and Proxies. It won't fly here. Pretty obvious stuff.
Rules 1, 2, 3, 4, 5, and 6.
Because of the way Rahl phrased shit in his announcement post, people seem to think that only Rule 0, 0.1, 0.2, and 0.3 are in effect. No, it's those in addition to the rest of the General Rules. Please understand that, because if you don't, the following things are going to get you in a lot of fucking trouble.
Rules 1, 2, and 3 are pretty straightforward. Don't be an asshole to Admins or others, harassment will not be tolerated, speak English, don't advertise your Minecraft server or poach Admins for said Minecraft server.
Rule 4, the ERP rule, is also in effect. Thank Christ. If the Admins see you attempting to do lewd shit to other players, expect to never again connect to the server as long as your garbage soul is tethered to your shitty, useless mortal coil.
Rules 5 and 6, the Multi-Key and Ban Evasion laws, are also in effect. It seems pretty obvious that these would be enforced. The Admin Team isn't going to just be like, "well, today's the Purge day, I guess we'll just let all our banned criminals back into the fold using different ckeys and CID's. No, they'll slap the cuffs on you all the same.
Rules 7, 8, and 9.
Rule 7, the one players seem most excited to break all of a sudden, is, yes, still a rule that will be enforced on Wednesday. You won't be able to bomb briefing, kill your Staff Sergeant, chloral hydrate the Req Officer or a variety of organized head-ass activities that have been brewing it the minds of addle-thought goons. You can't EORG and you can't go around shooting other players. They will still slap a ban on you for these things. Don't grief.
Rule 8, the Powergaming rule, is also in effect. You won't be able to use gameplay mechanics to your advantage that don't fit within your role, and to some extent, most of these have been hard-coded out of the game to prevent you from doing it in the first place. For the rest, however, it means your PFC can't suddenly know how to do anything and everything. They can't know how to do brain surgery, fix a tank, and file their taxes all at once.
Rule 9, another essential rule for Wednesday, covers Metagaming. You can't rush xeno positions or marine positions off the bat, you can't weld vents in preparation, you can't actively discuss the bugs before you've even reached the planet, and you can't communicate using a third party chat system (Skype, Teamspeak, Discord, etc.) to talk about the current round. These are just some examples, but this far in, it should be obvious for what you can and can't do. Play to your character's context.
Rule 10, 11, 12, and 13.
Rule 10. No IC in OOC and vice versa. This won't be Low RP. You can't just talk openly in IC chat about OOC elements, and you can't give away IC details in the Discord or etc. OOC is mostly turned off so this shouldn't be an issue, the OOC in IC is more prevalent than anything else.
Rule 11, going SSD as important roles or killing yourself as opposed to just cryo'ing. You'll get banned for that as well. Just go to cryo or message your local Admin as to why you're a coward abandoning the cause to get a pizza out of the oven.
Rule 12, which feels mostly defunct, is to not fuck with the atmosphere. I feel like the devs have solved a lot of this.
Rule 13, the most relevant of the bunch, is that Marine Law is a secondary set of rules that must be followed by those of you playing MP. That means, for those of you attempting to subvert the attempts of rational players trying to keep the rounds held together by playing an MP and being an assclown, you can't. You have to abide by the rules, and you have to enforce them appropriately.
The Rules That, On the 13th, Go Out The Fucking Window
Now that we've covered what you have to worry about, here's what you don't. And some of these are going to be in contradiction a little bit. Most of these rules were built to coincide with one another, and now that we're axing them, there's some that conflict with the others missing. Let's maneuver the minefield together.
Marine-Specific Rules.
Lethal Force. Now, some of you might be thinking this ties closely into griefing, and it does. It's just a more focused, IC interpretation of the rule. You still can't go around shooting anyone you want on a whim. The important difference here was that, according to this rule, you needed to have a justifiable reason to commit to causing serious physical harm. At a fundamental level, Rule 7 still enforces this. If anything, the only things signaled by the removal of Lethal Force is how MP's deal with threats, and how much flak you're going to get from them. The responsibility of the punishment is being switched to an IC issue.
Use a reasonable, lore-friendly character name. This is a rule I wish was, honestly, in General Rules. In my personal opinion, it's dumb as dogshit to be dealing with people running around with meme names, it's a reason why Paradise is triple A-grade crap, and if you catch me as CO and your name is a meme, expect to be burned alive. That said, on the day, you can get away with pop culture names and lore-related characters.
Unless you're an MP, you cannot enforce marine law. With this removed, you can essentially brigade and deal with threats normally reserved for MP's. Presumably, if a Commander ordered the arrest, or more likely, the execution of a marine, a squad would then be able to turn on the insubordinate marine and light them up. It would be justified by the roleplay and technically legal, provided the squad even wanted to do that.
The powerloader mech. I'm not sure if it's hard-coded for Req and Pilots and MT's to be the only ones qualified, but if it isn't, it means powerloaders are free game to go down to the planet and fight, etc. That said, expect the departments that use them regularly to call MP's on you if you hijack their shit for a joyride. They're also, not that effective in combat. Forewarning.
Follow the instructions of your superiors. This is still in effect due to the Roleplay Guidelines, which must be followed in accordance with Rule 0.2. Keep that in mind, just because this is gone doesn't mean the Chain of Command isn't. This is just an extra-specific reminder. You still have to follow commands.
Mutinies. God help us. Another heightened topic of discussion on the announcement thread were the rules concerning mutinies. As much as it pains me to write this, you no longer have to Adminhelp for the mutiny, have support of more than five people, complained to the MP's prior, abide by using non-lethals, minimize losses, or provide medical treatment when it's over. What you will have to do is make sure your mutiny abides by the roleplay guidelines and Rule 7. You can't start a mutiny because you didn't get your barrel charger, you can't grief and justify it as a mutiny with your headcanon nonsense. You're still, at bare minimum, going to need a justifiable reason to commit to causing a mutiny on deck.
ID Rules. With these out the window in the meantime, I'm assuming it allows marines to not give a shit about robbing access cards from corpses. Job changes are also free game, although that and all-access ID cards are probably going to get you in trouble. I'm unsure of what effect this will have. Probably nothing good can come from it, so don't rock the boat.
Rules specific to the Commander. It's my assumption at this time that the Commander is still a roleplay and gameplay-intensive role, and that if you do dumb shit, you'll lose your whitelist. Rahl said as much in his original post. If you're going to play CO, my recommendation is, no matter what restrictions are no longer on you, play the game like it's a normal round. Do your best to maintain the structure of the ship and keep order. This role is one of the few that's capable of doing so.
XO Rules. With this gone, all it means at the end of the day is that the XO isn't bound to stay on the ship if the CO is down there, or KIA.
Liaison Rules. At its core, it means the Liaison can mostly self-antag. That said, anything too over the top could result in an Admin crackdown, so tread carefully. The lack of rules over the Liaison's head is a bountiful freedom, but it also means marines and MP's can probably French Revolution you because hey, fuck the company.
The rest concern specific jobs. Pilots can now wander wherever the hell they please, provided they don't irk the wrath of the Admins and result a job-ban. The following rules states that only doctors and researchers can perform surgery, and if that hasn't been hard-coded already, the rule still applies. Rule 0.2 and the Roleplay Guidelines state that you shouldn't be attempting to do this anyway, since it isn't in your skillset. And finally, the last rule for marines, with its removal, allows for non-combat crew to leave the ship on a whim without checking in from the CIC or Department Head, however, this is another rule that, even in its absence, you might get pinged.
Xeno Specific Rules.
Act like a xenomorph. From the sound of it, with this rule gone, as long as you're abiding by the 0.2 Roleplay Guidelines, it's free game. Not like it's ever been enforced anyway since most Xeno players (at least in my encounters) just don't give a fuck, but your interactions will result in a lot less crackdown.
You have no free will. This is still in effect. Roleplay Guidelines dictate you still have to follow Queen Orders. You can still get pinged for being a rogue bug.
Do not harm nested hosts. This has a bit of context to it. If the Queen says you can't attack nested hosts, this rule is in effect, and the consequences include job-bans and regular bans. If she didn't, however, you can get away with malicious compliance and, I guess if you wanted to, go around decapitating nested hosts. That said, being a detriment to your hive makes you liable to get smacked with a ban anyway, and malicious compliance to the admins is just an admission of guilt to Rule 1. Don't be a dick, folks.
Alien Mutiny. I guess it's just null, now. Ahelp if you think they're shit, or don't, doesn't matter. Whole day of rounds is gonna be ass, anyway.
In Conclusion.
Please bare in mind that, while this has been carefully assembled looking at the rules, the context, the updates from Admins and Mods and Rahl, some of this will potentially prove inaccurate on the day of. I have no idea what Admins are going to enforce and not enforce. If we're all playing by what's been established, this should be what you can and can't do, as well as what you ought to be doing.
I'm not sure why this event is happening. I think Rahl wants a clean slate, but of all the issues CM is dealing with, I don't think the ruleset was the biggest issue. Admin interpretation would be the more relevant problem, and all that says to me is you have an internal issue on your hands, not an external one. The rules work fine.
That said, the event is happening, and I urge you not to let the rounds fall to complete shit. A genuine perk that CM has in comparison to other servers is its rigidity, as shit as that sounds. It took a lot of effort to cleanse the greytide from Colonial Marines, and I hope this doesn't become an open invitation for that kind of behavior again. The roleplay is good. Don't trash it.
Best of luck, stay safe, break some bad rules and enforce the good ones.