Read before you ride

The rules.

Sol is built on the stories players make together. These rules keep them fair for everyone. Every applicant agrees to them, and staff enforce them.

1.Basic Terms of Service

  1. 1.1

    Sol RP holds the right to adjust the rules and policies, and how disciplinary action is enforced. The team will adjust things where they need to be. The goal will always be to talk and teach before any action is taken.

  2. 1.2

    Personal insults and attacks outside of roleplay, or any form of harassment, will not be tolerated and will result in action being taken.

  3. 1.3

    Activities or speech that could be perceived as racism, homophobia, transphobia, sexism, hate speech or anything derogatory and abusive will not be tolerated.

  4. 1.4

    Behaviour outside of our rules, or that does not align with Twitch's Terms of Service, Twitch's Community Guidelines and Discord's Terms of Service, will result in action being taken. This includes all text and voice communication, roleplay and behaviour within the community. Anyone caught doing so will be removed from the community.

2.Community Expectations

  1. 2.1

    All players on this server are required to speak English. Non-verbal or alternative ways of communicating must be put in a ticket for staff to review and approve first.

  2. 2.2

    All members must be at least 18 years old to apply and play on the server. Attempts to evade this will result in permanent removal.

  3. 2.3

    A working, good-quality microphone is required. Constant background noise, echo or a microphone too quiet to hear spoils scenes for everyone around you.

  4. 2.4

    The staff team shares important announcements through the Sol RP Discord, so all members are required to be in it. Leaving it will result in removal from the allowlist.

  5. 2.5

    If a rule is broken during roleplay, all participants are expected to finish the scene. Do not break character; roleplay through the situation and submit a report afterwards. If the issue is urgent you may reach out to the staff team on Discord. Do not bring the issue to general chat.

  6. 2.6

    Members whose roleplay is considered below the standard the server expects may face action.

  7. 2.7

    We ask everyone taking part in roleplay to respect other people's roleplay, respect authority, treat hostile situations with proper care and trust your fellow roleplayers. If things go wrong, try to talk it out privately out of character. Not everything has to be handled by staff or end in punishment.

  8. 2.8

    Erotic roleplay of any kind is not tolerated and will result in a permanent ban from the community. Any attempt to sexually assault another character will also result in a permanent ban.

  9. 2.9

    Suicide roleplay is not tolerated and will result in a permanent ban.

  10. 2.10

    Pregnancy roleplay is not tolerated and will result in a permanent ban.

  11. 2.11

    Slavery has no place in Sol's roleplay. The Civil War is part of our history, but characters may not own, buy, sell or hold anyone as a slave, and violence or abuse aimed at a character because of their race is not permitted. Breaking this rule will result in a permanent ban.

  12. 2.12

    Mod menus, cheats, scripts, macros and any other third-party tool that gives you an advantage are banned, as is abusing bugs or exploits in the game or our scripts. If you find a bug, report it in a ticket instead of using it. Cheating will result in a permanent ban.

  13. 2.13

    Sol RP is a grounded, historical setting. Supernatural roleplay is strictly prohibited unless approved by staff. If you have an idea, open a ticket and we will review the request.

  14. 2.14

    Sol RP puts roleplay before "ruleplay". We don't want to encourage reporting over communication. If something goes wrong but leads to great roleplay, staff reserve the right to forgo punishment.

  15. 2.15

    Only players involved in a scene can report it. Third-party reports will not be actioned, though exceptions can be made for egregious rule breaks.

3.Staff Communication

  1. 3.1

    All official communication with the staff team should be made through a ticket.

  2. 3.2

    Player reports are filed through the Report a Player page on our website (Rules → Report a Player).

  3. 3.3

    All communication between staff and the community will be respectful and constructive. Failing to keep it that way will result in disciplinary action.

4.Bans & Disciplinary Process

  1. 4.1

    Player reports are submitted through the Report a Player page and go straight to our team for review. Our goal is to teach, and to build communication and trust between players; not everything needs to end in a ban. If action does need to be taken, trust staff to carry it out. Anyone involved will be brought into a ticket to discuss the issue before any action is taken. Decisions stand unless they are overturned on appeal or staff find they made a genuine error, in which case the action will be reversed.

  2. 4.2

    Appeals

    If you believe a ban or other action was wrong, you can appeal it by opening a ticket. Explain calmly what happened and why you think the decision should change. Appeals are reviewed by a member of staff who wasn't involved in the original decision.

  3. 4.3

    Confidentiality

    Reports, tickets and disciplinary action are kept private between staff and the players involved. Staff won't discuss your case publicly, and we ask the same of you; posting about a case in public channels may itself lead to action.

5.Characters

  1. 5.1

    All characters on the server must be at least 18 years old. Characters must be unique, original creations of your own. You can base a character on a historical or fictional figure, but not one to one in name, appearance and so on. Do not use the names of celebrities or political figures, and make sure your character's name fits 1895.

  2. 5.2

    You must not create a character with ties to another player's family, gang or faction without their express permission. You may not keep creating characters related to your own dead or imprisoned characters to carry on in-character conflicts. Failing to follow this will result in disciplinary action.

  3. 5.3

    No unrealistic changes to a character's age or appearance; they must stay in line with the server timeline. It is reasonable for them to age as their story progresses. When talking about the passing of time it is best to stay vague, because other players' timelines differ. If your character goes to prison for a while, "I spent a long time in Sisika" works better than "I spent ten years in Sisika", which can be disorienting for players for whom it has only been a few days.

  4. 5.4

    Sol RP lets players pursue any background or profession they want. Your character can be a cattle baron, a lawman or a doctor if you choose, but you must roleplay your way into the role. A rancher with no land has no cattle to run until they earn or buy a claim. A player can become a deputy, but it is up to you to find a sheriff willing to swear you in. You may roleplay a doctor or a travelling medicine man and choose whether to work with a town practice. You may not play the following roles without permission:

    • The Governor of Sonora or Versailles, or any member of a state government
    • A judge, sheriff or U.S. Marshal
    • A town mayor or an officer of the U.S. Army
  5. 5.5

    Characters from other servers

    We encourage fresh characters made for Sol. If you bring back a character you played elsewhere, keep their past vague ("I rode with a crew out in another state") and don't carry over events, names or grudges from another server. Your character may remember old friends, but don't assume those players will join Sol or want to continue that story.

6.Duels

  1. 6.1

    Duels should be treated seriously and with severity, as they can be deadly. If both parties agree to a duel, you accept that if your character is downed you are required to permanently kill that character.

7.Assassinations & Hangings

  1. 7.1

    Attempting or succeeding to assassinate a state governor or a sitting judge may result in your character being sentenced to hang. A death sentence is a condition to permanently kill a character once they are caught by the law. A judge can also sentence a character to hang based on their actions in roleplay; this is saved for the most dastardly outlaws. A character caught under this condition is held in jail until their scheduled hanging (up to 3 OOC days). During this time they can be broken out, but if they are recaptured they may be hanged immediately.

8.Incapacitation, Unconsciousness & Perma Death

  1. 8.1

    Incapacitation

    When your character is incapacitated (their health reaches zero), you choose whether they stay conscious. Be realistic and mindful of the roleplay that happened and the nature of the injury, and about whether your character could really see and recall everything that happened.

  2. 8.2

    Unconsciousness

    If your character falls unconscious, they don't remember anything that happened after that point, including what was said. You may slip in and out of consciousness, but show it with /me's and voice so the players around you can roleplay accordingly.

  3. 8.3

    Perma death

    Once you have emoted /me dead there is no return from death. Be certain you want to perma before you do, because we will not reverse it under any circumstances. You have full agency over how your character dies unless they are subject to a death sentence as set out under Assassinations & Hangings. No one else can force a perma on your character, and attempting to is against the rules.

  4. 8.4

    Only you decide

    Nobody can force your character to pass out or to forget what happened; those choices are always yours. Likewise, you can't decide that another player's character is unconscious or has lost their memory. If your character dies when nobody else is around, let staff know in a ticket.

9.Not Valuing Life (NVL)

  1. 9.1

    Always value your character's life above anything else, and treat being threatened with death very seriously. When your character could lose their life, be mindful of their wellbeing and that of their allies. Examples of NVL include, but are not limited to:

    • Fleeing or fighting back when you are caught off guard with guns pointed at you, or when you are badly outnumbered (a good rule of thumb is more than double your number).
    • Antagonising violent people who have your character at their mercy, such as when you are downed, hogtied or held at gunpoint. Always act as if they could kill your character at any moment.
    • Jumping from cliffs or other great heights, or riding your horse off them, without good reason or any care taken to keep your character alive.
    • Drawing your gun while someone already has theirs on you.
    • Throwing a lasso at someone who is armed and ready to shoot.
    • Charging straight at people who are shooting at you.

10.Out of Character (OOC)

  1. 10.1

    While you are roleplaying on our servers you must stay in character at all times and avoid modern references or language. You are expected to roleplay through every situation and treat interactions with other players seriously. Keep your language fitting for 1895, for the immersion of everyone around you.

  2. 10.2

    Music and sound effects

    Don't play recorded music or spoken audio through voice chat; it breaks immersion and copyright. A soundboard is allowed for period-appropriate sound effects, as long as everyone in the scene can tell what's happening. Singing or playing a song yourself is welcome, provided the lyrics suit 1895.

11.Random Deathmatch (RDM)

  1. 11.1

    RDM is attacking, injuring or killing another player or NPC without valid in-character justification, interaction or proper roleplay escalation.

  2. 11.2

    Players must have a clear roleplay reason and prior engagement (dialogue, threats or a developing conflict) before using violence. When conflict is heading to PvP, make the other side aware that an attack is coming: draw your guns, make threats, and convey it through /me's and voice. It should be clear to your opponents who is involved before the shooting starts. You don't have to stand out in the open, but you must interact with the other side before taking up positions.

12.Combat & Conflict Policy

  1. 12.1

    Fistfights

    In a melee fight, everyone is encouraged to slow it down. Avoid button mashing and animation-locking your opponent. Draw these fights out and talk during them to further the roleplay.

  2. 12.2

    Gunfights

    a) Stand-offs out in the open should be recognised as extremely dangerous and volatile scenarios where anything can happen. Once a scene builds to a level of tension where violence is possible, you must make it clear that violence can or will happen. At that point it is recommended that players seek proper cover before the shootout starts. If you are still standing out in the open, lined up like the Gunfight at the O.K. Corral, then you are responsible for what happens to your character.

    b) If you anticipate a shootout, it is recommended that you start behind cover, and you should avoid immediately downing other players. Start the fight with proper roleplay that builds up to violence, and miss your shots in the opening volley to draw the fight out. If you start a shootout from behind cover, it is recommended that you shoot at your opponents' cover. After the opening volley you no longer have to miss your shots.

  3. 12.3

    Starting a gunfight

    A gunfight can start on a clear signal, such as a final warning ("One more step and I'll shoot") or a word your side agreed on. Whatever starts it, the other side must have heard enough to know a fight is coming. Keep your callouts during the fight period-appropriate.

  4. 12.4

    Pacing

    In every fight, players are expected to initiate properly and pace it accordingly. This server puts storytelling first, and combat should always help tell the story. There is a lot to learn and roleplay from handling a loss.

  5. 12.5

    Prolonged conflict

    Conflict carried on through roleplay must be fun for everyone involved. When a conflict persists and could become a feud, both sides are expected to think of an end goal and keep reasonable expectations. Both sides should also consider what it would take to end the conflict; it must be an organic and reasonable demand.

  6. 12.6

    Feuds and range wars

    When a conflict becomes a feud or range war between gangs or factions, everyone is encouraged to think about pacing and slow down how much PvP they take part in. There are many ways to create great conflict roleplay in this setting without resorting to gunfire.

  7. 12.7

    Stay out of other people's scenes

    If a scene doesn't involve you, let it play out. Riding into someone else's robbery, shootout or standoff to take a side, loot it or end it is not allowed. Lawmen responding to a crime in their town, and rare, staff-approved clashes between gangs, are the exceptions.

  8. 12.8

    Settling disputes without violence

    Not every quarrel needs a gun. Arguments over business, land, reputation or politics are often better settled through talk, the courts, the press or the ballot. Whatever the method, there should be a believable reason for the dispute, and it should end in a way everyone involved can live with. Players who keep stirring up bad-faith disputes may face staff action.

  9. 12.9

    Defending

    If a group is attacked, everyone present in the scene may defend themselves and the others against the attackers, whether or not they were part of the group. This only covers people already there when the attack starts; riding in from elsewhere once it's under way is still stepping into someone else's scene.

13.Consent in Roleplay

  1. 13.1

    Executions

    Be very careful when using execution animations and mindful of the other player's experience; it can break immersion for a character to survive certain executions. They should not be overused in combat. If a player is allowing another to permanently kill their character through an execution, talk it through with each other OOC and let staff know about the death.

  2. 13.2

    Torture and mutilation

    If you plan to torture or mutilate another character, you must get consent from the other players involved by direct message. Both sides must discuss and agree where the limits of the roleplay are. Players who ignore the agreed boundaries, or carry on without consent, will face disciplinary action. Consent can be withdrawn at any time, and the scene must change course straight away when it is.

14.Meta-gaming

  1. 14.1

    Meta-gaming is using information your character would not know. Anything you learn by means outside of what your character perceives must not be used, including but not limited to live streams, chats, VODs (Twitch/YouTube) and Discord. You may only act on information your character received in game. Anyone found meta-gaming will be permanently removed from the community.

15.Power-gaming

  1. 15.1

    Power-gaming is abusing mechanics or other methods to guarantee a "win" in a roleplay scenario. Taking advantage of situations in or out of character to always win may result in disciplinary action. We must keep a fair and collaborative environment and be mindful of everyone else's story and fun. Examples include, but are not limited to:

    • Abusing /me's to do something unreasonable, such as "/me disarms the sheriff". Instead, "/me attempts to disarm the sheriff" gives the other player the choice of how to play it out.

16.Restraints, Execution Animations & Grappling

  1. 16.1

    Lassos, hogties, ropes and handcuffs are tools to further realistic roleplay, as are execution animations and grappling or fistfighting. Restraints must not be abused in any way. You must not use a lasso, hogtie or cuffs in PvP to win a scenario; they may only be used to subdue a character who has already surrendered.

  2. 16.2

    Execution animations and grappling must not be abused in PvP or otherwise. Doing so can be considered power-gaming and will result in disciplinary action. If you grapple or fistfight, make it cinematic. An execution animation used on purpose belongs at the end of a long engagement, never as a way to down everyone in your path.

  3. 16.3

    Handcuffs

    Only cuff someone who has surrendered, with their hands up or not resisting; no cuffing people by surprise. Tell them out loud what you're doing, and cuff them from behind.

  4. 16.4

    Escaping restraints

    A restrained character may try to escape if their captor lets them, leaves them out of earshot, or does nothing after they emote an escape attempt with a /me. Give captors a fair chance to react before you slip free.

17.Group Size Limits

  1. 17.1

    Travelling

    Players may ride in posses of up to ten. Before setting out, agree who will fight should anything happen on the trail. If PvP looks likely, it must be clear who is fighting, and everyone else must get clear of the immediate area to somewhere safe and in cover. They must not join the scenario or try to stop any further roleplay afterwards, but they may stay to tend to anyone downed once the other side has left.

  2. 17.2

    Combat

    In combat, a group may have up to six members. You must not take part in PvP with more than six, except in certain circumstances.

  3. 17.3

    Raids

    During a raid on a camp, homestead or town, each side may have up to twelve members, and you must not take part in PvP with more than twelve. Raids must be agreed by both sides out of character so each has a chance to prepare. More on raids will follow soon.

  4. 17.4

    Gangs and factions

    Gangs and factions may have up to eighteen members. Please be mindful of how many members you have; the staff team reserves the right to step in if a group threatens the balance of the server.

18.Criminal Activities

  1. 18.1

    Everyone taking part in crime should be mindful of their pacing and how their actions affect other players. After a crime, participants are expected to lie low for a while before committing another, and the more serious the crime, the longer they should lie low. Give your actions weight, and remember that an outlaw who becomes a big enough problem may draw the attention of U.S. Marshals, the Pinkertons or the Governor himself. Every character lives in a world where death is very possible.

  2. 18.2

    Pacing

    Act with purpose. Don't start serious conflict over trivial slights with people your character barely knows, and don't go straight back to crime on the day your character is released from jail. Constant arrests strain the law and stop feeling real; lawmen are expected to pace themselves too.

  3. 18.3

    Serial killers

    Playing a serial killer needs staff approval before your character commits any killings, including killings of NPCs only. Open a ticket with your character's concept.

19.Hostages

  1. 19.1

    Prominent figures, such as a governor, judge or mayor, may be taken hostage. They may also be kidnapped and held for ransom, but holding any character for longer than an hour needs the express OOC permission of their player. Bear in mind this can bring severe consequences for your character.

  2. 19.2

    On-duty lawmen must not be taken hostage for criminal activities. If they identify themselves as a lawman, they must be released. Claiming to be a lawman to get yourself released when you are not one will result in disciplinary action.

  3. 19.3

    A hostage is a participant in the scene too. Make sure you involve them in the roleplay.

20.Robberies

  1. 20.1

    A robbery crew may have up to six members. Players who aren't part of the crew or the law must stay out of it: no joining in partway, looting it or riding in to stop it.

  2. 20.2

    Banks

    Each player may rob one bank every 4 days. The cooldown belongs to you, not your character, so switching characters doesn't reset it.

  3. 20.3

    Trains

    Announce a train robbery loudly so everyone on board knows what's happening. Lawmen may ask, out of character, how many robbers and hostages are involved so they can respond fairly. Don't kill or remove the train's engineer; the train needs someone to run it.

21.Jail & Prison

  1. 21.1

    Treat jail and Sisika Penitentiary seriously. A sentence is a story beat, not a break from roleplay.

  2. 21.2

    Sisika is a maximum-security island. Nobody but prisoners and lawmen may set foot there without staff approval, and boats must keep well clear of it unless they carry lawmen.

  3. 21.3

    Visits to a prisoner are arranged in character through the law. Turning up uninvited may result in disciplinary action.

  4. 21.4

    Breakouts

    Prisoners can be broken out of jail, but each prisoner can be the target of only one breakout attempt every 4 days, whether it succeeds or not.

22.The Law

  1. 22.1

    Don't bait lawmen

    Deliberately provoking lawmen just to start a chase or a shootout is not allowed. Run-ins with the law must grow out of roleplay, and players who bait the law will face disciplinary action.

  2. 22.2

    Impersonating a lawman

    Your character may pretend to be a lawman. A badge stolen from a real lawman in roleplay can back up the act, but you can't conjure one with a /me. If you don't have a real badge and someone asks you to prove who you are, the act is over: you must admit you aren't a lawman.

  3. 22.3

    Corruption

    Lawmen, judges and other officials need staff approval before any major corruption, such as working for a gang, freeing prisoners for money or rigging a trial. Open a ticket to discuss your plans.

  4. 22.4

    No rival law

    Players can't set up groups that compete with official bodies such as a sheriff's office, the U.S. Marshals or the courts. Posses, vigilantes and private guards are fine, as long as they don't claim official authority.

23.Land & Homesteads

  1. 23.1

    Characters may own land. To stake a claim, set up camp in a location, roleplay there and show you are working towards a homestead, ranch or other settlement. Where possible, the staff team will help make it happen over time. Land may change hands as the story develops. Whoever ends up owning land, a ranch, a town or even running a state must use it to drive the story. Don't hoard it: treat it as a set and props for telling a cinematic, memorable story. Staff reserve the right to step in if this isn't being followed.