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๐Ÿš” Combat Rules โ€‹

Aeon Community Rules

Crime & Combat Rules establish the expectations for realistic conflict, violence, and dangerous situations within Aeon Roleplay. Violence should never replace roleplayโ€”it should be the result of roleplay.

"Violence should never replace roleplayโ€”it should be the result of roleplay."


๐Ÿ“‹ At a Glance โ€‹

This page covers:

  • ๐Ÿ“‹General Expectations
  • โค๏ธValue of Life & FearRP
  • ๐Ÿ’ŠNew Life Rule (NLR)
  • ๐ŸšชCombat Logging
  • ๐ŸŽฏRandom Deathmatch (RDM)
  • ๐Ÿš—Vehicle Deathmatch (VDM)
  • ๐Ÿš”Cop Baiting

โš–๏ธ General Expectations โ€‹

Why this rule exists โ€‹

Conflict is a natural part of roleplay, but violence should always support the story rather than replace it. Every combat scenario should begin with believable roleplay whenever reasonably possible, allowing conflict to develop naturally instead of feeling forced.

Official Policy โ€‹

Players are expected to approach conflict realistically and proportionately.

Before resorting to violence, players should consider whether conversation, negotiation, or other roleplay opportunities would reasonably occur first.

Characters should not seek violence simply because it offers the quickest solution.

Combat should create meaningful storiesโ€”not bypass them.

Examples โ€‹

โœ… Attempting negotiations before a robbery escalates.

โœ… Using verbal commands before resorting to force when appropriate.

โœ… Allowing situations to escalate naturally through roleplay.

โŒ Immediately shooting another player without meaningful roleplay.

โŒ Treating every disagreement as a reason for violence.

โŒ Escalating directly to lethal force when believable alternatives exist.

Important

General Expectations โ€‹

Conflict should always serve the storyโ€”not replace it.

Whenever reasonably possible, allow situations to develop naturally through conversation, negotiation, escalation, and roleplay before violence occurs.

Ask yourself:

"Would my character realistically resort to violence right now?"

If the answer is no, continue the roleplay before escalating.


โค๏ธ Value of Life & FearRP โ€‹

Why this rule exists โ€‹

Every character should value their own life and the lives of others. Realistic fear and self-preservation are essential to immersive roleplay.

Official Policy โ€‹

Characters are expected to behave as though they value their own safety.

When faced with overwhelming danger, players should roleplay realistic fear and make decisions consistent with preserving their character's life.

Choosing to fight, flee, surrender, or negotiate should always be based on what your character would realistically doโ€”not simply what produces the most favorable outcome.

Examples โ€‹

Positive

โœ… Surrendering when surrounded by armed officers.

โœ… Complying with demands when escape is unrealistic.

โœ… Seeking cover before returning fire.

โœ… Roleplaying injuries after surviving a dangerous encounter.

Negative

โŒ Charging multiple armed opponents without believable justification.

โŒ Ignoring life-threatening injuries or danger without roleplay.

โŒ Acting as though your character has nothing to lose in obviously deadly situations.

Important

Value of Life & FearRP โ€‹

Your character's life should matter.

FearRP is not about forcing surrender in every situationโ€”it is about making believable decisions based on the danger your character is facing.

Ask yourself:

"Would a reasonable person in this situation actually do this?"

If the answer is no, reconsider your actions before continuing the roleplay.


๐Ÿฉน New Life Rule (NLR) โ€‹

Why this rule exists โ€‹

Major injuries and deaths should carry meaningful consequences. The New Life Rule helps prevent unrealistic revenge, immediate returns to active scenes, and knowledge that would not realistically be retained.

Official Policy โ€‹

If the New Life Rule applies to your character, they are considered to have suffered significant memory loss related to that incident.

Your character should continue roleplay naturally without using information that would only be known because of the previous encounter.

Staff will determine when the New Life Rule applies based on the circumstances of the roleplay. Not every injury or medical treatment automatically triggers NLR.

Examples โ€‹

โœ… Beginning new roleplay elsewhere after receiving medical treatment.

โœ… Allowing the previous scenario to conclude naturally.

โœ… Continuing your character's story without referencing information lost through NLR.

โŒ Returning immediately to continue the same gunfight.

โŒ Seeking revenge based on information obtained before your character's memory loss.

โŒ Returning to recover evidence, vehicles, or items from the same active incident.

Important

New Life Rule (NLR) โ€‹

The New Life Rule exists to keep roleplay fair and believable.

If NLR applies, your character should not immediately return to the same active situation or use knowledge gained during the incident that triggered the rule.

Ask yourself:

"Would my character realistically remember this after what just happened?"

If the answer is no, continue your story without relying on that information.


๐Ÿšช Combat Logging โ€‹

Why this rule exists โ€‹

Roleplay scenarios should always reach a natural conclusion. Disconnecting to avoid consequences disrupts the experience for everyone involved and prevents stories from unfolding fairly.

Official Policy โ€‹

Players may not intentionally disconnect, crash their game, or otherwise leave the server to avoid:

  • Arrest
  • Death
  • Injury
  • Robbery
  • Active roleplay
  • Staff interactions
  • Any other in-character consequences

If you disconnect unintentionally during an active roleplay scenario, you are expected to reconnect as soon as reasonably possible and resume the scenario when directed by staff.

Examples โ€‹

โœ… Rejoining after an unexpected crash and continuing the scenario.

โœ… Informing staff if technical issues prevent an immediate return.

โœ… Making a reasonable effort to return after an accidental disconnect.

โŒ Leaving the server to avoid arrest.

โŒ Disconnecting to prevent another player from completing a roleplay scenario.

โŒ Closing the game after being cornered or downed to avoid the outcome.

Important

Combat Logging โ€‹

Unexpected crashes happen.

What matters is making a reasonable effort to return and finish the roleplay.

Intentionally disconnecting to avoid consequences is considered combat logging and may result in disciplinary action.

If technical issues prevent you from returning, communicate with staff as soon as possible.


๐ŸŽฏ Random Deathmatch (RDM) โ€‹

Why this rule exists โ€‹

Violence should be supported by meaningful roleplay. Random attacks without believable context damage immersion and reduce the quality of roleplay for everyone involved.

Official Policy โ€‹

Randomly attacking, injuring, or killing another player without legitimate in-character justification is prohibited.

Lethal force should only occur when it naturally develops through roleplay and is a believable response to the situation.

Examples โ€‹

โœ… A robbery escalating after negotiations fail.

โœ… Defending yourself during a believable threat.

โœ… Escalating force only after the roleplay reasonably develops.

โŒ Shooting a player simply because they were nearby.

โŒ Attacking another player without prior roleplay or legitimate reason.

โŒ Opening fire because another player "looked suspicious."

Important

Random Deathmatch (RDM) โ€‹

Violence should never be random.

Every attack should have believable in-character context and a roleplay-driven reason behind it.

Ask yourself:

"Has this situation naturally developed to the point where violence makes sense?"

If the answer is no, continue the roleplay before escalating.


๐Ÿš— Vehicle Deathmatch (VDM) โ€‹

Why this rule exists โ€‹

Vehicles are intended for transportation and realistic pursuitsโ€”not as weapons. Using vehicles to intentionally injure or kill others without legitimate roleplay creates unrealistic and unfair scenarios.

Official Policy โ€‹

Intentionally using a vehicle to injure, kill, or incapacitate another player without appropriate roleplay is prohibited.

Vehicle collisions that occur accidentally during realistic pursuits are not automatically considered Vehicle Deathmatch.

Staff will consider the context, intent, and circumstances surrounding each incident.

Examples โ€‹

โœ… Accidentally colliding with another vehicle during a pursuit.

โœ… Attempting to avoid pedestrians while driving.

โœ… Using a PIT maneuver only when appropriate under server policies.

โŒ Intentionally running over another player.

โŒ Using a vehicle as your primary weapon during roleplay.

โŒ Driving into a crowd to avoid losing a situation.

Important

Vehicle Deathmatch (VDM) โ€‹

Vehicles are tools for transportation, pursuits, and roleplayโ€”not weapons.

Accidents can happen during roleplay. Staff will always consider the intent, context, and circumstances surrounding a collision.

Ask yourself:

"Am I using this vehicle realistically, or as a weapon?"

If it's being used primarily to injure or kill another player without believable roleplay, it may be considered VDM.


๐Ÿš“ Cop Baiting โ€‹

Why this rule exists โ€‹

Law enforcement roleplay should develop naturally through believable criminal activityโ€”not through unrealistic behavior designed solely to attract police attention.

Official Policy โ€‹

Players may not intentionally provoke law enforcement solely to initiate a pursuit or create unnecessary police interactions.

Criminal activity should have a legitimate in-character purpose beyond simply attracting officers.

Examples โ€‹

โœ… Committing a crime that naturally results in a police response.

โœ… Fleeing after a realistic criminal offense.

โœ… Escalating a pursuit that began through legitimate roleplay.

โŒ Repeatedly driving through police stations to provoke officers.

โŒ Committing unrealistic crimes solely to start a chase.

โŒ Calling 911 or intentionally creating disturbances with no believable in-character purpose just to attract police.


Important

Cop Baiting โ€‹

Police roleplay should be the result of believable criminal activityโ€”not the goal itself.

Ask yourself:

  • Does my character have a legitimate reason to do this?
  • Would my character still make this decision if no officers were nearby?
  • Is this creating meaningful roleplay rather than simply starting a chase?

If the answer is no, reconsider your actions before continuing.



Last Updated: July 2026