Public Speaking: You must remain in character at all times in public. All out of character (OOC) is to be put in within double parentheticals - ((Like this)). Public OOC will remain at a minimum and always refer to the roleplay going on. All other types of messages will be kept to private messages, party chats or guild chats.

No Metagaming: Each character has different experiences and knows different things. This is easy when every character has a different player, but the same should hold true for different characters under the same player. While it is okay to have your individual characters have conversations amongst themselves in your head, make the assumption that they will know only the important parts, not every detail. In other words, be realistic... passing information is often like a game of telephone.

The same should hold true for in-game and out-of-game knowledge. If you as a player know that a certain character is going to attempt to murder yours that night through what someone mentions in the IRC channel, you should under no circumstances assume that your character knows this too. The same holds true for emotions you may hold for other players. Although you may have a grudge against someone, do not pass this on to your character's emotional state or let it guide your character's actions.

No Autohitting: This is a simple concept. *Hits Joe over the head with her flail knocking Joe unconscious* This is an autohit. This gives the person you're acting upon no chance to react. This gives you an unfair advantage and is not considered good roleplay. *Swings her flail at Joe's head, hoping to knock him unconscious* This is not an autohit. This tells the other player your characters intent, then gives them the chance to react according to their character's abilities. The point is to play your character, not other people's characters. Mostly, this rule applies to actions in fights and is ignored in more low-tension interactions (Who'd dodge a hug? Honestly~?)

No Powergaming: While much of the power that character's hold is predetermined by the RO system, this has to be translated to roleplay. This means that if you have a lot of agility, you should be able to dodge blows with ease (to a reasonable extent!). However, if you do not, you shouldn't be dodging like mad.

The same goes for skills. While you are allowed to come up with alternate skills and powers (such as psychic ability) they should compliment your character and class. Priests should not be tossing about fireballs, for example.

Be Realistic: No character is completely unstoppable. No character goes into a dangerous situation and returns completely unscathed. There are other elements that roleplay allows that the RO system does not. Illness, disease, fatigue, infection, blindness... all of these realistic elements can add much more to roleplay.

Ratings: Many players are older and enjoy playing out some of the... finer points in their character's lives. In public, the general rating is R. In private (such as a person's house), the rating is up (or down) to X. If you as a player -EVER- feel uncomfortable roleplaying certain situations, private message the person you're playing with and tell them so. Do not ever go ahead and play something you are uncomfortable playing for -any- reason. If you feel you are being forced to play such things, private message a GM in the IRC channel.

Have Fun: The point is to play and have fun. The point is not to win, but to play out the life and adventures of a character. So do so and enjoy it. Yes, it's a rule.

- Written by Kelpie