News: Consent

SHORT FORM:

  • If someone might get killed or maimed unexpectedly (to them OOCly), hit them with a +warn and give them a chance to back off.
  • If someone is doing something that blatantly would get them killed or maimed 100% of the time, you can consider them pre-warned (but a +warn couldn't hurt).
  • Once someone has been warned about a something, doing that something again in the future is considered pre-warned.
  • If someone wants to "fade to black" (no details) or "fade to grey" (only vague details) for a murder/torture/rape/etc thing, that's their right. Just as long as they realize that it still happened ICly and don't try to avoid consequences. This applies to both enactor and target.

LONG FORM

The world on MutantMUSH is a dark and dangerous place. Scenes that can, and will, take place on here will be dark and dangerous as well. It is important that you, as a player realize this. Bad things can happen IC. If you're smart, or maybe just lucky, they might not happen to you. But, considering the world your character is in, it is highly likely that something bad will happen to you eventually. With various mutants, anti-mutant groups and other dangers roaming around it really is just a matter of time.

The staff firmly believes in ICA=ICC (in character action equals in character consequences) but we also realize that we can't go around and kill every character that wanders into danger. That wouldn't be fun for anyone. This is why we have a consent policy. Consent, by definition, means to agree. Roleplay is a cooperative effort between a group of players OOCly in order to create and share a story. This means you should work together with your fellow players OOCly in order to create a better story and to insure that the roleplay is kept along IC lines at all times. It means you should think about your actions ahead of time and consider the possible consequences of them and willingly accept those consequences if you take those actions.

In any scene you involve yourself in, you should be willing to give and take for the good of the roleplay. Not only gaining, but willing to sacrifice in places for the good of the scene. This may sound confusing, so let me give you an example: you have a normal human character that has insulted, hurt, or offended an officer of the MTF. He may let you off with a warning. He may beat you into a bloody pulp. Or he may just rough you up a bit. It all depends on what you and the MTF officer work out. The MTF officer needs to make an example of some puny human or else he appears weak. You, however, don't want to die. Your character might survive, but also might end up in the hospital for a few months.

Now, you may be wondering how we handle player-character killing here. If you haven't done anything to provoke it, someone can't just walk up to you and kill you. Does a consent policy mean characters can never die? Of course not. People can kill you if you give permission, but it's also possible for your character to be killed without your permission. Part of consent is thinking about what consequences your actions may have and accepting them if you go on with your behavior. Taunting a powerful mutant will result in serious harm to your person. The mutant in question only needs to inform you once that your behavior, if it's continued, will result in violence. If you disregard that warning, you are consenting to the consequences. You do have the chance to take the warning into consideration and use your next pose to demonstrate that you want to keep yourself from serious harm. That doesn't mean you'll necessarily escape unscathed, but you won't die and you won't receive any permanent or serious injuries.

How does this apply to non-combat situations? Defections and betrayals are a good example. If your race or group has a clear policy that defection or any traitorous activity could result in death or serious injury, then by defecting or committing a treasonous action, you are consenting to those known consequences if you are ever caught. If you enter into a group or play a character that is part of a particular race with rules like that, you are consenting to your own death should you ever do something that betrays them.

The bottom line here is think before you act. Give a warning to your fellow player if they're crossing a line, and give them a chance to fix things and make it right before taking an action that could render their character unplayable. Take the chances you're offered by your fellow players when they're made or continue knowing the result could be your own death. Never trick yourself into believing that you can do whatever you want because you don't think you'll get caught. If you commit the action, against a warning, you accept the results.

If a third party is conspiring to kill your character, it is not up to that third party to +warn you. Instead, it is the duty of assassins sent to +warn. If it is revealed to you that the assassin was sent (so your survival will mean future assassins), that covers any future need to +warn you. Consider it pre-posted policy that knowingly meddling with the plans of those listed on '+leaders' may end up with an attempt on your IC life. If some other character seems to be leading up to doing something that you might want to have them killed for, you can +warn them, but it isn't mandatory.

+warn Examples

EXAMPLE 1:
You're the spitting image of Madman Muntz, wanted for multiple murders, presumed armed and dangerous. You go into Mr. Hooper's store to get some stamps. Mr. Hooper realizes you resemble Madman Muntz, notes the return address on your envelopes, and calls the police once you're gone, claiming you're Muntz. The police send an over-armed SWAT and MTF teams to your house to take you down in a hail of bullets.

It is more up to the SWAT and MTF teams to +warn your character (when they show up at your house) and not for Mr. Hooper to (while you were in the store).

EXAMPLE 2:
Evil Larry is constantly hitting on you, and you're sick and tired of it; enough so that you've hatched a plan to get Larry killed. You invite Larry to the Club Trinity, knowing it's a mutant hangout, that Larry hates mutants, and that Larry's not too bright and will probably start shooting his mouth off after a few drinks.
It is more up to any disgruntled and insulted mutants to +warn Evil Larry (before they beat him up) and not for you to (before setting him up).

EXAMPLE 3:
You're a mutant in a pro-mutant faction, led by Alfie. There's another mutant, Betty, whose non-mutant sister, Veronica, has decided Betty should break away from Alfie's faction and go it on her own. She's confronted Alfie about this, was told by Alfie that if she wants Betty to break away from the faction, she'll either do it outside of town or six feet underground. Betty decides to stay rebelliously in town with her sister (apart from the pack) for the next few days, the next few weeks, and the next few months. Alfie asks you to whack Betty and/or Veronica.
It is more up to you to +warn Betty and/or Veronica and not for Alfie to.

This news file is used with permission from Windy City MUX.

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