๐ต๏ธ Criminal Roleplay โ

Criminal Roleplay should create immersive, believable, and enjoyable stories for everyone involved. Whether you are committing crimes, responding to crimes, or caught in the middle of them, every scenario should prioritize meaningful roleplay over simply achieving the best possible outcome.
"The best criminal stories are remembered for the roleplayโnot the payout."
๐ At a Glance โ
This page covers:
- ๐ General Criminal Expectations
- ๐ญ Hostage Situations
- ๐ชข Kidnapping
- ๐ฐ Robberies
- ๐ Police Pursuits
- ๐ค Negotiations
๐ญ General Criminal Expectations โ
Why this rule exists โ
Criminal roleplay should create engaging experiences for everyone involvedโnot just the people committing the crime. Victims, civilians, law enforcement, emergency services, and other players should all have opportunities to participate in meaningful roleplay.
Official Policy โ
Players engaging in criminal activity are expected to:
- Prioritize immersive roleplay over financial or gameplay rewards.
- Create believable scenarios with realistic motivations.
- Accept that criminal actions carry realistic consequences.
- Avoid repetitive or unrealistic criminal behavior designed solely to generate police responses.
Every criminal scenario should contribute positively to the overall story.
Examples โ
โ Planning believable crimes with realistic motives.
โ Allowing negotiations or investigations to naturally develop.
โ Accepting arrests or setbacks when they make sense for the story.
โ Starting crimes solely to create chaos.
โ Repeating identical scenarios with little or no roleplay.
โ Committing crimes only to maximize profit with no believable in-character motivation.
Important
Criminal Roleplay โ
The goal of criminal roleplay is not simply to commit crimesโit's to create memorable stories.
Every scenario should provide opportunities for meaningful roleplay for everyone involved, including victims, civilians, law enforcement, and emergency services.
Ask yourself:
"Would this still be a fun and believable scenario if there were no payout at the end?"
If the answer is no, reconsider your approach.
๐ Hostage Situations โ
Why this rule exists โ
Hostage situations should create tense, believable roleplay and negotiationsโnot become a guaranteed method of avoiding consequences.
Official Policy โ
Hostages must always serve a legitimate roleplay purpose.
Hostages should never be treated as disposable props or guaranteed bargaining tools.
Players are expected to:
- Treat hostages realistically.
- Allow hostages opportunities to participate in roleplay.
- Avoid using hostages solely as "escape insurance."
- Keep hostage situations believable and proportional to the scenario.
Unrealistic or abusive hostage situations may be ended by staff.
Examples โ
โ Negotiating for safe passage after a bank robbery.
โ Protecting a hostage from unnecessary harm.
โ Releasing a hostage when negotiations conclude.
โ Taking hostages without any meaningful roleplay purpose.
โ Repeatedly using hostages simply to force police negotiations.
โ Treating hostages as expendable or intentionally harming them without believable roleplay.
Important
Hostage Situations โ
Hostages are participants in the storyโnot bargaining chips.
Every hostage situation should create meaningful roleplay for everyone involved, including the hostage, responding officers, and any civilians affected.
Ask yourself:
"Does taking a hostage make sense for my character and improve the roleplay?"
If the answer is no, consider another approach.
๐ชข Kidnapping โ
Why this rule exists โ
Kidnapping can create memorable long-term storylines when handled responsibly. However, poorly executed kidnappings can remove another player's opportunity to participate in roleplay and quickly become repetitive, frustrating, or harassing.
Official Policy โ
Kidnapping must always have a legitimate in-character purpose.
Kidnappings should be used to advance a storyโnot simply to remove another player from roleplay or create unnecessary inconvenience.
Players are expected to:
- Create opportunities for continued roleplay.
- Treat victims realistically.
- Avoid excessive or repetitive targeting.
- Allow reasonable opportunities for rescue, escape, or negotiation when appropriate.
Kidnapping may never be used simply to harass another player or remove them from roleplay.
Examples โ
โ Kidnapping someone connected to an ongoing criminal investigation.
โ Using kidnapping to further an established storyline.
โ Negotiating a realistic ransom or exchange.
โ Kidnapping random players without meaningful purpose.
โ Repeatedly targeting the same player for personal reasons.
โ Holding a player for an excessive amount of time without meaningful roleplay progressing.
Important
Kidnapping โ
Kidnapping should create engaging roleplay for everyone involvedโnot remove someone from roleplay.
Victims should have reasonable opportunities to participate through conversation, negotiation, escape attempts, or rescue when appropriate.
Ask yourself:
"Does this kidnapping create a better story for everyone involved?"
If the answer is no, consider another approach.
๐ฐ Robberies โ
Why this rule exists โ
Robberies are intended to create engaging, high-quality roleplay for everyone involved. A successful robbery is measured by the story it createsโnot simply whether money was earned or the criminals escaped.
Official Policy โ
Players are expected to approach robberies with the intention of creating engaging and believable roleplay.
Robberies should:
- Have a reasonable in-character motive.
- Encourage interaction between criminals, civilians, and emergency services.
- Be conducted realistically.
- Accept that law enforcement response and outcomes are part of the story.
- Allow negotiations and police interaction to develop naturally whenever reasonable.
Operational requirements such as officer response thresholds, cooldowns, robbery availability, and similar mechanics are governed by server systems and department policies and may change without notice.
Examples โ
โ Planning a robbery with believable preparation.
โ Cooperating with negotiations during an active robbery.
โ Accepting arrest or failure when the situation naturally leads there.
โ Starting robberies repeatedly with little or no roleplay.
โ Treating robberies solely as a method of making money.
โ Beginning a robbery simply to create PvP or police action.
Important
Robberies โ
Robberies should create memorable roleplayโnot simply generate income.
Success is measured by the quality of the interactions, planning, negotiations, and story created for everyone involved.
If a robbery ends in arrest or failure because of believable roleplay, that is still considered a successful roleplay scenario.
๐ Police Pursuits โ
Why this rule exists โ
Vehicle pursuits create some of the most memorable moments in roleplay when both sides prioritize realism over victory.
Official Policy โ
Players involved in pursuits are expected to drive in a believable manner appropriate for the situation, their vehicle, and surrounding conditions.
Pursuits should develop naturally through roleplay rather than unrealistic driving or game mechanics intended solely to extend or instantly end the scenario.
During pursuits, players should:
- Value their character's safety.
- Accept realistic consequences.
- Avoid intentionally creating unrealistic or immersion-breaking situations.
- Continue roleplay even if the pursuit ends unsuccessfully.
Department pursuit tactics and operational procedures are governed separately through internal department SOPs.
Examples โ
โ Choosing realistic escape routes.
โ Surrendering when escape is no longer believable.
โ Continuing roleplay after a crash or arrest.
โ Driving recklessly with no regard for your character's life.
โ Using unrealistic mechanics solely to prolong a pursuit.
โ Intentionally crashing into other vehicles to avoid capture without believable justification.
Important
Police Pursuits โ
The goal of a pursuit is to create exciting and believable roleplayโnot to guarantee escape or arrest.
Both law enforcement and fleeing players should prioritize realism, fair roleplay, and the safety of everyone involved.
A pursuit that ends naturally through surrender, arrest, escape, or a crash can still be a successful roleplay scenario.
๐ค Negotiations โ
Why this rule exists โ
Negotiation is often the most memorable part of criminal roleplay. Good negotiations create tension, encourage communication, and allow everyone involved to contribute to a believable story.
Official Policy โ
All parties are expected to negotiate in good faith.
Negotiations should:
- Remain respectful and roleplay-focused.
- Be based on believable circumstances.
- Allow reasonable opportunities for compromise.
- Prioritize creating enjoyable roleplay over forcing a specific outcome.
- No player is required to accept unreasonable or unrealistic demands simply because a negotiation is taking place.
Not every negotiation will end successfully, and players are expected to roleplay the outcome accordingly.
Examples โ
โ Offering realistic demands during a hostage situation.
โ Accepting a failed negotiation and continuing roleplay naturally.
โ Adjusting demands as the situation develops.
โ Refusing every compromise without roleplay justification.
โ Using negotiations solely to stall indefinitely or avoid consequences.
โ Demanding unrealistic concessions with no believable roleplay basis.
Important
Every criminal scenario should aim to create memorable roleplay for everyone involvedโnot simply maximize profit or guarantee success.
Before beginning any criminal scenario, ask yourself:
- Does this make sense for my character?
- Will this create enjoyable roleplay for everyone involved?
- Am I contributing to a memorable story rather than simply trying to win?
If the answer is no, consider approaching the situation differently.
The best criminal roleplay is remembered because of the story it createdโnot because of who escaped, who won, or who made the most money.
Last Updated: July 2026
