✌️Gang Conflict Rules

These rules are designed to ensure gang conflicts remain structured, immersive, and fair, maintaining realism while allowing story-driven escalation.
Conflict Size Limit
Only core members of a gang may participate in conflicts.
Runners may defend themselves or retreat if attacked, but they cannot initiate or escalate conflicts.
Runners who engage without being attacked first may face administrative action.
Weapon Rules
Gunfights: Maximum 2 firearms per side; all other participants must use melee weapons.
Violating these limits is considered a serious rule breach.
Declaring War
Starting a War
All wars must begin through proper in-character (IC) roleplay.
Out-of-character (OOC) messages or random attacks to start a war are prohibited.
There must be a clear IC reason to declare war (e.g., betrayal, disrespect, territorial disputes).
Both gangs must agree IC that a war is official, coordinated through the Kingpin (KP), who will mediate the initial meeting in the city.
Winning or Losing a War
A war concludes only when a gang captures the leader of the opposing gang and delivers them to the KP.
If a gang has multiple leaders, capturing one is sufficient.
Players who die during the war may rejoin after 30 minutes, respecting the New Life Rule (NLR).
RP Before Violence
Violence must always be justified by IC roleplay.
Conflicts should begin with disrespect, betrayal, or history, not instant shooting.
No “shoot first, think later” behavior is allowed.
Examples:
✅ Allowed: Confronting a rival after they robbed your contact or territory.
❌ Not Allowed: Shooting someone solely because they wear different colors or represent another gang.
Fight Cooldown
After a gang fight, there is a 1-hour cooldown before fighting the same gang again.
The cooldown begins after hospital treatment and RP.
Roleplay over ruleplay may apply if staff approves exceptions.
This ensures all gang conflicts are story-driven, fair, and realistic, enhancing the overall quality of roleplay across the city.
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