Post by thelegoroleplayer on Mar 12, 2019 12:31:05 GMT -6
The following is a revised and updated version of the traditional LMB guidelines to both better address the issues roleplays faced and help new users understand how the RPs generally functioned. Due to the hassle of copy-pasting, these rules were never implemented in the continuation of the LMBs (Lego Message Boards Eternal).
Fanon Approval Committee Rules:
Defined: The Fanon Approval Committee (FAC) is a five or three person organization with the sole purpose of regulating all fan-created content (fanon). Fanon is anything that did not officially come from Lego or accept as canon by Lego (or whoever owns the property) and those it authorizes.
The members of the FAC consists as follows:
Strict Canonist/Anti-Fanon: Someone that strictly follows canon as basis for everything. Example; someone in Star Wars who believes only the exact specs of an Imperial I-class Star Destroyer should be used and no alterations/modifications are allowed, unless done in canon.
Loose Canonist/Usually Anti-Fanon*: Someone who follows canon as basis for everything, but allows for some alterations provided the technology and examples of its usage exist in canon.
Neutral: Someone in-between the two worlds of canon and fanon. Tend to use canon as a basis, but stretches canon possibilities. Example; upscaling the blaster reflection armor of IG-88 to capital ship armor, but with appropriate drawbacks for the size.
Usually Pro-Fanon*: Someone that strides away from the canon of the universe, creating their own devices and content that is, or isn’t, based on any canon item in particular. This content is usually still possible within the universe it takes place in, such as some new blaster rifle or Starfighter. Tends to use fan-made objects more than canon ones.
Pro-Fanon: Someone that, for the most part, ignores canon altogether. They tend to be the furthest away, creating their own species or concepts that barely have any connection to the roleplay’s universe whatsoever. Or someone that recognizes canon, but almost exclusively uses fanon items.
*If the roleplay’s user base is not large enough to support a five-person FAC, then the Loose Canonist and Usually Pro-Fanon seats are dropped.
An FAC is not required for any roleplay and will only be organized if the majority users demand its formation. In the case the users decide that an FAC is required, it MUST fellow these rules with no exceptions.
Members of the FAC are to be chosen based on their views on canon and fanon, past actions in roleplays as testimony to their category. No member will be voted into office unless more than one user qualifies for the same seat.
The Roleplay Representative is not allowed a seat on the FAC.
Once the members of the FAC have been established, they must set up a list of minimum requirements that fanon must possess to be reviewed. If the fanon in question cannot meet these requirements, it will be rejected.
If canon items also cannot meet these minimum requirements, the FAC must assign the details to them. This is to help users compare their fanon with canon devices.
The creator of the fanon is required to give all information on the piece being judged, nothing can be withheld. Any and all questions asked by the FAC must be answered clearly and in full. Failure to do so will result in the fanon being automatically rejected.
It is not mandatory for fanon to be viewed by the FAC before its use in the roleplay. Instead, the FAC will only judge on fanon brought before it in which other users have levied complaints against it. The only exception is that HQ Leaders are required to bring their fanon to be judged before use.
The fanon in question being judged by the FAC cannot be used in the roleplay. Any usage of the fanon must halt until a decision is made. Any and all battles or events where it was/is currently being used are paused until the decision is made.
While the FAC is judging a piece of fanon, only the creator of the fanon and the members of the FAC may post in the topic. The user who finds the fanon to be problematic can make several posts in the beginning stages, mostly for the purpose of stating the problems, but after that must remain silent. Everyone else must also be silent for this period.
If so desired, users can bring their fanon to the FAC and have it reviewed. However, this fanon will neither be approved nor denied. The FAC will only offer their thoughts and suggestions as to how it could be made acceptable for the roleplay.
The FAC will only judge problematic fanon one at a time, with a two-week deadline for each item. In the first week, the members of the FAC will discuss and give their thoughts on the fanon presented. These discussions must include why they think it could be acceptable or what changes need to be made to make it acceptable. No voting or indication of what the member will vote can be given in this period. In the second and final week, the FAC will hold its official vote on the fanon in its most current form. Majority for or against the fanon will decide its fate. If all FAC members can finish the discussion sooner than one week, then the vote can begin earlier.
Whatever decision is reached by the FAC must be accepted by everyone in the roleplay. If the fanon is approved, then it must be accepted. If rejected, that fanon can never again be brought to the FAC or used in the roleplay.
However, should two or more users levy a legitimate complaint about an approved fanon that has been used in the roleplay for several months, the FAC will reconvene to investigate. If the approved fanon has shown to be truly unfair, game breaking, or problematic in the months during its approved usage, then the FAC will judge the fanon again. If it cannot be revised into something more acceptable, then it will be rejected and removed from the roleplay. Should it be approved again with some additional changes, it cannot be reviewed by the FAC again.
If a member of the FAC has their own fanon in dispute and requires judgement by the FAC, that member cannot vote and relieves their position in the matter. Said member will not be replaced unless a tie occurs, in which the next most suitable user will vote. The Rep cannot be this temporary replacement.
Absolutely no veto voting power whatsoever.
The FAC will only judge, cover, and review matters in relation to fanon brought before them. General roleplay arguments, battles, and other disputes are outside of the FAC’s jurisdiction and cannot be decided by the FAC.
Roleplay Representative Rules and Responsibilities:
Defined: The Roleplay Representative (RP Rep) is a position given to a user at the beginning of a roleplay, or another time, by either popular vote or chosen by the Staff. The Rep’s primary function is to be a liaison between the users of the roleplay and the Staff. To communicate the wishes of the roleplay or report the entire situation of a problem that the entire user base cannot solve on their own.
Reps have the following powers and responsibilities:
The Rep is to be in communication with the Staff and give reports on matters concerning the roleplay when applicable. The Rep cannot request or give reports to members of the Staff involved in the roleplay itself, given their interest will likely skew their perception.
Oversee and/or host votes that affect the roleplay as a whole; primarily those within the discussion or control center topics. In this capacity, the Rep either starts a vote, or oversees a vote, on some matter within the roleplay, stating a specific time frame in which the vote will begin and end. This beginning and ending time cannot change once it has been stated. The Rep will keep track of the votes and announce the final outcome reached by the vote a day after the vote ends.
If the vote changes or adds some law, or in some way alters the way things on LMBE are run (like adding a new roleplay sub-forum), the Rep must give the Staff a full report on the matter. The details of the thing wished to be changed, the circumstances that brought about this want or need, and the record of the vote. In turn, the Rep must then report to the roleplay’s users of the Staff’s decision.
Some votes the Rep is not allowed to oversee or not required to keep record. Primarily, this includes any and all votes and decisions reached by the FAC. Other votes include ones pertaining to an HQ/Faction Leader and their members (such as who they should attack, what weapon they should build, etc.).
Rogue characters, or those who are not a member of an official faction/HQ, will be represented by the Rep effectively as HQ/Faction leader for small arguments. Like the HQ/Faction Leader, if an argument with a rogue user and another player goes on for more than a week with three post per day from each user, the Rep will intervene and negotiate with the HQ/Faction Leader in charge of the other player to reach a conclusion.
The Rep must review the profiles of all rogue characters and determine if they fit the roleplay’s rules and setting. If some issue is noted with the profile, the Rep must discuss it with the creator of the character in either the discussion or control center topic. The same applies to fanon created by rogue users; approval or disproval of fanon by the Rep is not required to be recognized and cannot be enforced by the Rep.
In the case that an HQ/Faction Leader is in dispute with another user who is not a member of their faction or a fellow leader, nor representing their member in an argument, then the Rep will take their place for negotiation with the other Faction Leader. If two Faction Leaders are arguing longer than the permitted time and are not representing their members, the Rep will step in to provide some solution. If the Rep cannot solve the issue or the users refuse to accept the solution, then the Rep must provide a report to the Staff on the situation and let the Staff handle the issue.
The Rep is not allowed to intervene in arguments between users before they are given the chance to solve the issue themselves. If the Rep intervenes or calls upon the Staff prior to the proper argument time guidelines, then the Rep will be investigated by the Staff for possibly being unfit as Rep. However, should the situation between the two users prove to be clearly toxic and the HQ Leaders have not taken action, the Rep can intervene without recourse. In such a situation, the Staff should also be called and a brief report given on the situation.
If the Rep themselves is in an argument with any user and not in a regulatory, representative, or negotiation fashion, the Rep cannot use their position to gain an advantage. Should the argument go beyond the time allowed, the user who is considered to be the next best possible candidate for Rep will be given a temporary Rep position to solve or call in the Staff. While such a situation will not remove the Rep from the position the first time, continued offenses can prove that the Rep is not fit for duty. In which case they will be removed and a new Rep will be chosen.
Should be knowledgeable and well versed in the rules of LMBE, general roleplay rules, and ones specific to the roleplay they’re in. Knowledgeable in that they know of the rules, the history behind them, and how they are meant to be used. The Rep is to act as an advisory role in this regard, answering questions about the rules and correct others’ misinterpretations of the rules. If a rule is brought up in an argument between users, the Rep can clarify the rule and its application if necessary.
In the case that the roleplay requires a topic explaining the setting of the roleplay, it is up to the Rep to maintain it with the most current and accurate information. The Rep is to answer any and all questions regarding the roleplay, past events, ongoing events, and the current alliances of factions. If so desired, the Rep can delegate this duty to another use if they are willing. Though it is ultimately the responsibility of all users in the roleplay to inform and help newcomers, the Rep is to ensure that no-one gets left behind.
For roleplays that allow the use of canon characters (i.e. The Lego Movie or Superheroes Roleplays), then the Rep is required to keep track and update the character list and who has claim of certain characters.
HQ/Faction Leader Rules and Responsibilities:
Defined: HQ or Faction Leaders are users in-charge of a roleplay’s faction, nation, organization, corporation, species, or anything along those lines. Users gain this position either by popular vote, given to by the prior leader, by request, called dibs, posted first, by In-Character takeover, or some other means. These are the highest positions in the roleplay and are the leaders and influencers of not just their factions, but the roleplay as a whole.
HQ/Faction Leaders have the following powers and responsibilities:
First and foremost, leaders are responsible to and for their members. It is their duty to assign members positions within the organization and give them things to do if they currently are not doing anything. They are not only to lead the faction to complete their own goals, but to ensure that the members are having fun and can do some side things not related to the main goal.
They are to be knowledgeable in all roleplay rules and guidelines, both the general rules and ones specific to the roleplay they’re in, as well as FAC rulings. As they are role models for their members, leaders should follow the rules to the best of their ability and teach their members to do the same.
New members are to be heartily greeted and welcomed. If they require training, then the leader can do it directly themselves, send them to a newbie training topic, or have another member help them with the ways of the roleplay. If the new member joining has also just joined a rival faction, leaders are to politely inform the user that they have already joined an enemy HQ. From there, they must tell of the current alliance situation and what other HQs they can also join if they still want to be with the first HQ they joined.
Leaders are required to review their members’ profiles and either approve or deny them. If there is something wrong with the profile, the leader should take it up with their member and discuss possible changes. This discussion can be done either in the HQ itself or the discussion or control center topics.
In addition, leaders are also responsible for their members’ fanon. Members must present their fanon to their leaders first, of which the leader must then judge. As with the FAC, the leader should first discuss their thoughts on the fanon and whether or not it fits the roleplay, or what changes need to be made. If the leader denies the fanon, the member should accept its denial and not use it in the roleplay. However, they can bring it before the FAC for an advisory second opinion. Fanon approved by leaders is not enforceable nor required to be recognized by the rest of the roleplay.
If one of the leader’s members’ is in an argument with another user, three post per day from both users over a week, and it has not yet been resolved, it is up to the leader to negotiate a solution. These negotiations usually take place with the leader of the other user, but if the user in question is playing a rogue character, then the negotiation is with the Rep. Failure to ensure that their members do not get out of hand can result in loss of position.
Rules pertaining only to the leader’s members can be created and enforced by the leader. These HQ/Faction specific rules cannot violate the rules of the overall roleplay, be directed to cause hatred or ill-will towards other players or their own members, and are not required by the rest of the roleplay to follow. In addition, leaders can also host and oversee votes pertaining to/within their faction. Any and all outcome of the votes hold to the same regulations as leader created rules.
Leaders hold their position primarily in Out of Character, with an In Character representation not required, but highly recommended. Leaders can have someone else play the in-game leader character while still maintaining true ownership, if they so desire. While other players can take over a faction in-game, they are not to be recognized as the leader of the faction Out of Character. The extent of recognition as leader in-game is ultimately at the discretion of the true leader, who can forcibly remove that character or allow them control. Full ownership of the faction can be given if the true leader gives it to the conqueror, but no user can forcible just take that position.
Should a leader vanish unannounced and has not returned within a week, second-in-command, or the only other member, will take temporary control. If the leader is gone for a month or more, they are considered to have retired and full leadership goes to the second-in-command. Under the pretense that the leader does eventually return, the current leader is no obligated to return ownership back to the old leader. Instead, it is up to the current leader as to whether or not the position will be returned.
If a leader relieves their position, they are not allowed to scuttle, destroy, or remove the assets belonging to their faction. Even if there are no other members in the faction to hand over control of these assets, they will remain with the faction until someone else takes command. However, personal vehicles, items, and superweapons can be removed if so desired. Exceptions apply for things considered important and part of the faction, their removal being detrimental.
Leaders can declare a No-Attack Agreement, in which no other faction or players can attack their HQ or controlled territories for a specific set amount of time. The amount of pages for this peace cannot be claimed as a set time and instead specific dates must be set. This can only be done so that the leader can regain bearings over the faction and members, to reorganize and evaluate the current state. A No-Attack Agreement cannot be declared during an attack or before a known impending attack. This also prevents the faction and its members from using the peace to build up forces, weapons, defenses, etc. and cannot attack anyone else until they can also be attacked again.
A single leader should not hold ownership of more than two factions in the same roleplay at a time.
Profile Topic Rules:
Defined: A mandatory topic for which the users of the roleplay store profiles for ease of reference.
Rules in regards to Profile Topics:
Users must post a full and detailed profile of every character before use in the roleplay. If the character has some secret, it must be posted as part of the profile, but can be hidden in Jammers addressed to the proper viewer (HQ Leader or Rep).
At a minimum, a profile must include this information.
Additional criteria for profiles must be stated within the profile topic. If no additional information required can be found or stated, assume the above format is all that’s required.
HQ/Faction Leaders must review the profiles posted in the topic that pertain to their members. The Rep must review profiles pertaining to characters who are not a member of any official faction or organization. It is the responsibility of all users in the roleplay to read, review, and point out problems and potential issues with a character.
The only posts to be made in the Profile Topic are profiles. If you notice something wrong or problematic with a profile, please bring it up with the user in either the discussion or control center topic. If you wish to just say something nice, a humorous comment, or any other discussions in regards to a character and their profile, please do so in the discussion or control center.
Technology Library Topic Rules:
Defined: A topic to store profiles and schematics of all fanon technology (vehicles, weapons, equipment/devices, etc.) for ease of reference. Can also be used to store canon technology for reference if desired.
Not initially required, but is to be added when an FAC is included in the roleplay. It can be include sooner if the user base so desires.
All rules and functions of the Technology Library are the same as the Profile Topic, which the exclusion of the profile format. The format for technology will be decided either in the beginning of the topic or by the FAC.
General Roleplay Rules:
Explanation: The General Roleplay Rules is in reference to the currently used Roleplay Guidelines for this section. The previous section was over individual topics, organizations, and positions within the roleplays that do not have officially established public rules. In this section, the old rules will be discussed, elaborated on, altered, and additional rules added.
Roleplay Assumption:
Roleplays are to be assumed to follow the canon and setting (lore, history, geography, technology, etc.) of the theme that it is set in.
For example, someone who enters the G1 Bionicle Roleplay can assume that all the events prior to the current time the RP is set in happened. This acts as an easy and quick reference point as what to include in backgrounds and what technology is available.
However, if the roleplay deviates from the canon and setting of the theme, it must have a pinned topic explaining the differences from the canon norm. This topic should also include any information that would be helpful to newcomers to swiftly adapt and get accustomed to the roleplay and altered setting (such as maps, RP specific rules, etc.). This topic is to be maintained and updated by the Rep.
Plagiarism:
Characters, names, technologies, or anything else that is a copy, rip-off, or theft of any other work (both fiction and non-fiction) are strictly prohibited. If a user posts anything previously mentioned that is obviously stealing or too similar to something else not belonging to the roleplay, it is to be removed immediately and a ban warning issued to the user. A user can receive up to two warnings, continued plagiarism after the second warning will result in a six month ban.
Exceptions apply for roleplays were it is acceptable to play canon characters. Use of vehicles and technology that exist in the roleplay’s setting are not considered plagiarism.
Topic Creation Rules and Creator Rights:
After the roleplay is out of its planning phase and the roleplay has begun, any and all new topics must be voted upon. Users must present the topic idea, its purpose, and description in either the discussion or control center topic. From there, users will discuss their thoughts on the topic and whether or not it will be included. When it appears all discussion about the topic has been said, or a time line for it has ended, the Rep will host a vote. Majority vote will decided whether or not the topic is posted and accepted.
HQs, locations, and any topics within the roleplay that are directly connected to that roleplay, such as ones characters can take over, are to be considered public/community property. While the topic itself might be controlled and run by one specific user, said user will never have total control over it. Should something happen that the one currently in control of the topic did not anticipate, nor wanted to happen, they cannot claim control the plotline of the topic as the topic belongs to everyone.
The only topics within roleplays where the creator or owner can claim control over the plotline and direction are those not directly connected to the roleplay. These are shops that characters cannot rob or take over, challenge or GM/DM run campaign topics, news stations meant to inform users Out of Character, and the like.
In the case of faction topics, such as HQs, the user who created the topic may not always assume the highest position in the case it was decided someone else would lead at the start. Similarly, neutral territories or one that have yet to be taken by a faction will not give the creator of the topic the highest position or control.
The “10 Page No Attack Agreement” rule is to be abolished and removed. Instead, HQ/Faction Leaders now have a “No-Attack Agreement” power as described earlier.
Except for the earlier mentioned exceptions, the creator of a topic may use the typical rights as a creator. That being assuming highest position, able to give positions, give control of the topic to someone else, and decided the plotline and direction.
Creators cannot request the Staff to delete or lock their topics.
User Disputes:
As is guaranteed to happen, players will get into disputes with each other. They must be allowed to resolve their issues themselves first before any further action can be taken. If neither of the users in the argument are able to resolve it themselves within a reasonable amount of time, then their leaders need to take action and resolve the conflict. Below are time tables to suggest when Leaders or other users should get involved.
If both users reply 2-3 posts every day for over a week.
If both users reply with one post every day for over two weeks.
If both users reply with one post every couple of days for over three weeks.
If the users are being toxic, then the Leaders should get involved sooner. Depending on the level of toxicity, Staff may need to be involved.
Defeated Rules:
Unless otherwise specified, users are to assume that characters (RPCs), vehicles, and the like are Minifigures/Constraction figures and made of Lego bricks. As such, characters cannot truly be killed as they can rebuild themselves or their vehicles. They can only smashed, defeated/KO’d, or captured.
In the instance that a character is smashed, the character can respawn a week later. If the battle were the character was smashed is still going on, that character will not be allowed to reenter the battle.
If characters and the world are not composed of Minifigures and Lego pieces, it is possible for characters to be smashed with an indefinite delayed respawn time. However, this is ultimately up to the decision of the character’s owner. If smashed in battle, they can accept or deny the indefinite respawn time. To avoid possible arguments, users should state their views on which characters they would fine with being smashed in the profile or at the beginning of battle.
If the roleplay has a permanent smash rule, characters can never respawn. Users can still request that their characters make it out alive, but players are not required to respect the request. However, it is highly recommended that they do respect the request.
The jail rule is to be abolished.
NPC Regulations:
Non-Playable Characters (NPCs) or more accurately, cannon fodder, are units and characters that do not have the protection rights possessed by Roleplay Characters (RPCs, otherwise referred to as just characters). Being smashed for NPCs are permanent in every roleplay. RPCs can easily over-power and smash many NPCs without issue, provided the user is skilled with their character.
NPCs can range anywhere from unnamed civilians to highly specialized units that have their own profiles, sometimes even names and background. Named NPCs are the closest to regular RPCs, but considered to be either less important or expendable. If there is a limit on how many RPCs a user can have, Named NPCs are often the workaround to include more characters.
The number of NPCs one user can have varies from roleplay to roleplay, specific regulation detailing the amount. If the roleplay in question does not have any rules in regards to the number of NPCs, assume a maximum of ten for leaders and five for members.
RPC Regulations:
Characters must be from and fit the setting of the roleplay.
Characters cannot be invincible or have indestructible equipment or weapons.
Cannot be gods, deities, an entity/avatar/incarnation of something, inter-dimensional, from another plane of existence or reality; a servant, puppet, or some possessed/control by any of the previously mentioned things; or anything along those lines.
Power levels must be within reason and not overpowered (OP). What is considered reasonable and OP is up to discretion of the individual roleplay.
Unless otherwise specified, assume a two RPC limit.
Building, Research, Recruitment, and Training Speeds:
Unless rules otherwise specify, for average or reasonable things, post a 20% completion rate every 24 hours. If it’s fairly large, taxing, or lack the resources, assume a completion rate under 10% every 24 hours.
The posts in the training, research, construction, etc. should be specific (not vague) as to what they’re doing/trying to accomplish. Failure to do so will result in those actions being left up to interpretation.
Avoiding Defeat:
Players are not allowed to avoid their character’s defeat by means of teleportation, warping, portals, dimensional rifts, magic, time travel, or anything else that somehow allows them to avoid defeat by cheap means. The only instances where teleportation and the other options listed would be accepted are as follows:
• Can be countered/avoid by another means the character possesses.
• The damage that would be received is insignificant or would not build up to defeat.
Moves:
Players are limited to three moves per character/unit.
A move is defined as an attack action, something that will lead to an attack, construction/research, and entering/fleeing movements.
Counters and dodges typically do not count as a move, but if the character realistically cannot do much else in the battle, either do to time/space constraints or not knowing what the opponent will do next as they can perform an action within that time, then it will count as a move.
Moves that result in one-move/first-post defeats are not accepted in character battles. Similarly, this applies to armies as well, but armies can take significant losses.
Auto-hitting moves are prohibited. If a user makes what appears to be an auto-hit move, it may be that they’re just describing what will happen if your character takes the hit. If your character can avoid it, you do not have to accept the hit and doge.
Uncounterable moves are, in general, illegal. However, if the character is cornered, trapped, or in some way in a position where there is no way to avoid an attack that usually could be avoid in better circumstances, then it is acceptable.
All moves must be specific and clear as to what they’re doing and how it’s being done. If the move is left vague, then it is up to the replying user’s interpretation.
Jammers:
Jammers must be properly address to the users or faction. Failure to properly address the jammers will mean that they are open for anyone to read.
Jammers are typically addressed as “Jammers On * insert name here * Only!” The ending portion is signified by “Jammers Off!” if the spoiler tag is not functioning.
Properly addressed jammers can only be read by the people given permission to read them.
In the roleplay, Jammers should only be used for secret conversations and planning attacks. Moves and actually attacks are not allowed to be used in jammers as that would be considered uncounterable. Construction actions can take place in jammers, but must be specific.
Allegiance:
Users can only join one side of the conflict and cannot join rivaling or enemy factions.
They can join any neutral or allied factions with the main one they joined. Should any of these factions break away, the player must decide which one they will stay with.
Players can switch sides at any time. If they intended to do damage to their faction while still a part of it or right after the switch, they need to discuss with their old/current leader if such actions will be fine.
Similarly, if the character is a secret double-agent the entire time, this must first be discussed with the appropriate leaders and/or Rep. Surprise turns or betrayals can create fun and interesting situations, but must not be done to where they can hurt the users themselves.
If the roleplay specifies that players can be on both sides, or is a secret traitor, users cannot use Out of Character or In-Character knowledge of one-side and use it as an advantage for the other that they would otherwise not have access to.
Miscellaneous:
All roleplay topics should be in a roleplay sub-forum if one exists for that forum. Stories about the roleplay are excluded from this rule.
Use of WMDs are strictly prohibited.
References to specific real life weapons are prohibited (generic terms are fine).
All new members are to be welcomed and allowed to join. Their allegiance is not to be fought over.
All community guidelines must be followed in addition to the roleplay ones.
Fanon Approval Committee Rules:
Defined: The Fanon Approval Committee (FAC) is a five or three person organization with the sole purpose of regulating all fan-created content (fanon). Fanon is anything that did not officially come from Lego or accept as canon by Lego (or whoever owns the property) and those it authorizes.
The members of the FAC consists as follows:
Strict Canonist/Anti-Fanon: Someone that strictly follows canon as basis for everything. Example; someone in Star Wars who believes only the exact specs of an Imperial I-class Star Destroyer should be used and no alterations/modifications are allowed, unless done in canon.
Loose Canonist/Usually Anti-Fanon*: Someone who follows canon as basis for everything, but allows for some alterations provided the technology and examples of its usage exist in canon.
Neutral: Someone in-between the two worlds of canon and fanon. Tend to use canon as a basis, but stretches canon possibilities. Example; upscaling the blaster reflection armor of IG-88 to capital ship armor, but with appropriate drawbacks for the size.
Usually Pro-Fanon*: Someone that strides away from the canon of the universe, creating their own devices and content that is, or isn’t, based on any canon item in particular. This content is usually still possible within the universe it takes place in, such as some new blaster rifle or Starfighter. Tends to use fan-made objects more than canon ones.
Pro-Fanon: Someone that, for the most part, ignores canon altogether. They tend to be the furthest away, creating their own species or concepts that barely have any connection to the roleplay’s universe whatsoever. Or someone that recognizes canon, but almost exclusively uses fanon items.
*If the roleplay’s user base is not large enough to support a five-person FAC, then the Loose Canonist and Usually Pro-Fanon seats are dropped.
An FAC is not required for any roleplay and will only be organized if the majority users demand its formation. In the case the users decide that an FAC is required, it MUST fellow these rules with no exceptions.
Members of the FAC are to be chosen based on their views on canon and fanon, past actions in roleplays as testimony to their category. No member will be voted into office unless more than one user qualifies for the same seat.
The Roleplay Representative is not allowed a seat on the FAC.
Once the members of the FAC have been established, they must set up a list of minimum requirements that fanon must possess to be reviewed. If the fanon in question cannot meet these requirements, it will be rejected.
If canon items also cannot meet these minimum requirements, the FAC must assign the details to them. This is to help users compare their fanon with canon devices.
The creator of the fanon is required to give all information on the piece being judged, nothing can be withheld. Any and all questions asked by the FAC must be answered clearly and in full. Failure to do so will result in the fanon being automatically rejected.
It is not mandatory for fanon to be viewed by the FAC before its use in the roleplay. Instead, the FAC will only judge on fanon brought before it in which other users have levied complaints against it. The only exception is that HQ Leaders are required to bring their fanon to be judged before use.
The fanon in question being judged by the FAC cannot be used in the roleplay. Any usage of the fanon must halt until a decision is made. Any and all battles or events where it was/is currently being used are paused until the decision is made.
While the FAC is judging a piece of fanon, only the creator of the fanon and the members of the FAC may post in the topic. The user who finds the fanon to be problematic can make several posts in the beginning stages, mostly for the purpose of stating the problems, but after that must remain silent. Everyone else must also be silent for this period.
If so desired, users can bring their fanon to the FAC and have it reviewed. However, this fanon will neither be approved nor denied. The FAC will only offer their thoughts and suggestions as to how it could be made acceptable for the roleplay.
The FAC will only judge problematic fanon one at a time, with a two-week deadline for each item. In the first week, the members of the FAC will discuss and give their thoughts on the fanon presented. These discussions must include why they think it could be acceptable or what changes need to be made to make it acceptable. No voting or indication of what the member will vote can be given in this period. In the second and final week, the FAC will hold its official vote on the fanon in its most current form. Majority for or against the fanon will decide its fate. If all FAC members can finish the discussion sooner than one week, then the vote can begin earlier.
Whatever decision is reached by the FAC must be accepted by everyone in the roleplay. If the fanon is approved, then it must be accepted. If rejected, that fanon can never again be brought to the FAC or used in the roleplay.
However, should two or more users levy a legitimate complaint about an approved fanon that has been used in the roleplay for several months, the FAC will reconvene to investigate. If the approved fanon has shown to be truly unfair, game breaking, or problematic in the months during its approved usage, then the FAC will judge the fanon again. If it cannot be revised into something more acceptable, then it will be rejected and removed from the roleplay. Should it be approved again with some additional changes, it cannot be reviewed by the FAC again.
If a member of the FAC has their own fanon in dispute and requires judgement by the FAC, that member cannot vote and relieves their position in the matter. Said member will not be replaced unless a tie occurs, in which the next most suitable user will vote. The Rep cannot be this temporary replacement.
Absolutely no veto voting power whatsoever.
The FAC will only judge, cover, and review matters in relation to fanon brought before them. General roleplay arguments, battles, and other disputes are outside of the FAC’s jurisdiction and cannot be decided by the FAC.
Roleplay Representative Rules and Responsibilities:
Defined: The Roleplay Representative (RP Rep) is a position given to a user at the beginning of a roleplay, or another time, by either popular vote or chosen by the Staff. The Rep’s primary function is to be a liaison between the users of the roleplay and the Staff. To communicate the wishes of the roleplay or report the entire situation of a problem that the entire user base cannot solve on their own.
Reps have the following powers and responsibilities:
The Rep is to be in communication with the Staff and give reports on matters concerning the roleplay when applicable. The Rep cannot request or give reports to members of the Staff involved in the roleplay itself, given their interest will likely skew their perception.
Oversee and/or host votes that affect the roleplay as a whole; primarily those within the discussion or control center topics. In this capacity, the Rep either starts a vote, or oversees a vote, on some matter within the roleplay, stating a specific time frame in which the vote will begin and end. This beginning and ending time cannot change once it has been stated. The Rep will keep track of the votes and announce the final outcome reached by the vote a day after the vote ends.
If the vote changes or adds some law, or in some way alters the way things on LMBE are run (like adding a new roleplay sub-forum), the Rep must give the Staff a full report on the matter. The details of the thing wished to be changed, the circumstances that brought about this want or need, and the record of the vote. In turn, the Rep must then report to the roleplay’s users of the Staff’s decision.
Some votes the Rep is not allowed to oversee or not required to keep record. Primarily, this includes any and all votes and decisions reached by the FAC. Other votes include ones pertaining to an HQ/Faction Leader and their members (such as who they should attack, what weapon they should build, etc.).
Rogue characters, or those who are not a member of an official faction/HQ, will be represented by the Rep effectively as HQ/Faction leader for small arguments. Like the HQ/Faction Leader, if an argument with a rogue user and another player goes on for more than a week with three post per day from each user, the Rep will intervene and negotiate with the HQ/Faction Leader in charge of the other player to reach a conclusion.
The Rep must review the profiles of all rogue characters and determine if they fit the roleplay’s rules and setting. If some issue is noted with the profile, the Rep must discuss it with the creator of the character in either the discussion or control center topic. The same applies to fanon created by rogue users; approval or disproval of fanon by the Rep is not required to be recognized and cannot be enforced by the Rep.
In the case that an HQ/Faction Leader is in dispute with another user who is not a member of their faction or a fellow leader, nor representing their member in an argument, then the Rep will take their place for negotiation with the other Faction Leader. If two Faction Leaders are arguing longer than the permitted time and are not representing their members, the Rep will step in to provide some solution. If the Rep cannot solve the issue or the users refuse to accept the solution, then the Rep must provide a report to the Staff on the situation and let the Staff handle the issue.
The Rep is not allowed to intervene in arguments between users before they are given the chance to solve the issue themselves. If the Rep intervenes or calls upon the Staff prior to the proper argument time guidelines, then the Rep will be investigated by the Staff for possibly being unfit as Rep. However, should the situation between the two users prove to be clearly toxic and the HQ Leaders have not taken action, the Rep can intervene without recourse. In such a situation, the Staff should also be called and a brief report given on the situation.
If the Rep themselves is in an argument with any user and not in a regulatory, representative, or negotiation fashion, the Rep cannot use their position to gain an advantage. Should the argument go beyond the time allowed, the user who is considered to be the next best possible candidate for Rep will be given a temporary Rep position to solve or call in the Staff. While such a situation will not remove the Rep from the position the first time, continued offenses can prove that the Rep is not fit for duty. In which case they will be removed and a new Rep will be chosen.
Should be knowledgeable and well versed in the rules of LMBE, general roleplay rules, and ones specific to the roleplay they’re in. Knowledgeable in that they know of the rules, the history behind them, and how they are meant to be used. The Rep is to act as an advisory role in this regard, answering questions about the rules and correct others’ misinterpretations of the rules. If a rule is brought up in an argument between users, the Rep can clarify the rule and its application if necessary.
In the case that the roleplay requires a topic explaining the setting of the roleplay, it is up to the Rep to maintain it with the most current and accurate information. The Rep is to answer any and all questions regarding the roleplay, past events, ongoing events, and the current alliances of factions. If so desired, the Rep can delegate this duty to another use if they are willing. Though it is ultimately the responsibility of all users in the roleplay to inform and help newcomers, the Rep is to ensure that no-one gets left behind.
For roleplays that allow the use of canon characters (i.e. The Lego Movie or Superheroes Roleplays), then the Rep is required to keep track and update the character list and who has claim of certain characters.
HQ/Faction Leader Rules and Responsibilities:
Defined: HQ or Faction Leaders are users in-charge of a roleplay’s faction, nation, organization, corporation, species, or anything along those lines. Users gain this position either by popular vote, given to by the prior leader, by request, called dibs, posted first, by In-Character takeover, or some other means. These are the highest positions in the roleplay and are the leaders and influencers of not just their factions, but the roleplay as a whole.
HQ/Faction Leaders have the following powers and responsibilities:
First and foremost, leaders are responsible to and for their members. It is their duty to assign members positions within the organization and give them things to do if they currently are not doing anything. They are not only to lead the faction to complete their own goals, but to ensure that the members are having fun and can do some side things not related to the main goal.
They are to be knowledgeable in all roleplay rules and guidelines, both the general rules and ones specific to the roleplay they’re in, as well as FAC rulings. As they are role models for their members, leaders should follow the rules to the best of their ability and teach their members to do the same.
New members are to be heartily greeted and welcomed. If they require training, then the leader can do it directly themselves, send them to a newbie training topic, or have another member help them with the ways of the roleplay. If the new member joining has also just joined a rival faction, leaders are to politely inform the user that they have already joined an enemy HQ. From there, they must tell of the current alliance situation and what other HQs they can also join if they still want to be with the first HQ they joined.
Leaders are required to review their members’ profiles and either approve or deny them. If there is something wrong with the profile, the leader should take it up with their member and discuss possible changes. This discussion can be done either in the HQ itself or the discussion or control center topics.
In addition, leaders are also responsible for their members’ fanon. Members must present their fanon to their leaders first, of which the leader must then judge. As with the FAC, the leader should first discuss their thoughts on the fanon and whether or not it fits the roleplay, or what changes need to be made. If the leader denies the fanon, the member should accept its denial and not use it in the roleplay. However, they can bring it before the FAC for an advisory second opinion. Fanon approved by leaders is not enforceable nor required to be recognized by the rest of the roleplay.
If one of the leader’s members’ is in an argument with another user, three post per day from both users over a week, and it has not yet been resolved, it is up to the leader to negotiate a solution. These negotiations usually take place with the leader of the other user, but if the user in question is playing a rogue character, then the negotiation is with the Rep. Failure to ensure that their members do not get out of hand can result in loss of position.
Rules pertaining only to the leader’s members can be created and enforced by the leader. These HQ/Faction specific rules cannot violate the rules of the overall roleplay, be directed to cause hatred or ill-will towards other players or their own members, and are not required by the rest of the roleplay to follow. In addition, leaders can also host and oversee votes pertaining to/within their faction. Any and all outcome of the votes hold to the same regulations as leader created rules.
Leaders hold their position primarily in Out of Character, with an In Character representation not required, but highly recommended. Leaders can have someone else play the in-game leader character while still maintaining true ownership, if they so desire. While other players can take over a faction in-game, they are not to be recognized as the leader of the faction Out of Character. The extent of recognition as leader in-game is ultimately at the discretion of the true leader, who can forcibly remove that character or allow them control. Full ownership of the faction can be given if the true leader gives it to the conqueror, but no user can forcible just take that position.
Should a leader vanish unannounced and has not returned within a week, second-in-command, or the only other member, will take temporary control. If the leader is gone for a month or more, they are considered to have retired and full leadership goes to the second-in-command. Under the pretense that the leader does eventually return, the current leader is no obligated to return ownership back to the old leader. Instead, it is up to the current leader as to whether or not the position will be returned.
If a leader relieves their position, they are not allowed to scuttle, destroy, or remove the assets belonging to their faction. Even if there are no other members in the faction to hand over control of these assets, they will remain with the faction until someone else takes command. However, personal vehicles, items, and superweapons can be removed if so desired. Exceptions apply for things considered important and part of the faction, their removal being detrimental.
Leaders can declare a No-Attack Agreement, in which no other faction or players can attack their HQ or controlled territories for a specific set amount of time. The amount of pages for this peace cannot be claimed as a set time and instead specific dates must be set. This can only be done so that the leader can regain bearings over the faction and members, to reorganize and evaluate the current state. A No-Attack Agreement cannot be declared during an attack or before a known impending attack. This also prevents the faction and its members from using the peace to build up forces, weapons, defenses, etc. and cannot attack anyone else until they can also be attacked again.
A single leader should not hold ownership of more than two factions in the same roleplay at a time.
Profile Topic Rules:
Defined: A mandatory topic for which the users of the roleplay store profiles for ease of reference.
Rules in regards to Profile Topics:
Users must post a full and detailed profile of every character before use in the roleplay. If the character has some secret, it must be posted as part of the profile, but can be hidden in Jammers addressed to the proper viewer (HQ Leader or Rep).
At a minimum, a profile must include this information.
Name:
Species:
Gender:
Appearance:
Powers, Abilities, Weapons, and/or Equipment:
Personality:
Background/Biography:
HQ/Faction Leaders must review the profiles posted in the topic that pertain to their members. The Rep must review profiles pertaining to characters who are not a member of any official faction or organization. It is the responsibility of all users in the roleplay to read, review, and point out problems and potential issues with a character.
The only posts to be made in the Profile Topic are profiles. If you notice something wrong or problematic with a profile, please bring it up with the user in either the discussion or control center topic. If you wish to just say something nice, a humorous comment, or any other discussions in regards to a character and their profile, please do so in the discussion or control center.
Technology Library Topic Rules:
Defined: A topic to store profiles and schematics of all fanon technology (vehicles, weapons, equipment/devices, etc.) for ease of reference. Can also be used to store canon technology for reference if desired.
Not initially required, but is to be added when an FAC is included in the roleplay. It can be include sooner if the user base so desires.
All rules and functions of the Technology Library are the same as the Profile Topic, which the exclusion of the profile format. The format for technology will be decided either in the beginning of the topic or by the FAC.
General Roleplay Rules:
Explanation: The General Roleplay Rules is in reference to the currently used Roleplay Guidelines for this section. The previous section was over individual topics, organizations, and positions within the roleplays that do not have officially established public rules. In this section, the old rules will be discussed, elaborated on, altered, and additional rules added.
Roleplay Assumption:
Roleplays are to be assumed to follow the canon and setting (lore, history, geography, technology, etc.) of the theme that it is set in.
For example, someone who enters the G1 Bionicle Roleplay can assume that all the events prior to the current time the RP is set in happened. This acts as an easy and quick reference point as what to include in backgrounds and what technology is available.
However, if the roleplay deviates from the canon and setting of the theme, it must have a pinned topic explaining the differences from the canon norm. This topic should also include any information that would be helpful to newcomers to swiftly adapt and get accustomed to the roleplay and altered setting (such as maps, RP specific rules, etc.). This topic is to be maintained and updated by the Rep.
Plagiarism:
Characters, names, technologies, or anything else that is a copy, rip-off, or theft of any other work (both fiction and non-fiction) are strictly prohibited. If a user posts anything previously mentioned that is obviously stealing or too similar to something else not belonging to the roleplay, it is to be removed immediately and a ban warning issued to the user. A user can receive up to two warnings, continued plagiarism after the second warning will result in a six month ban.
Exceptions apply for roleplays were it is acceptable to play canon characters. Use of vehicles and technology that exist in the roleplay’s setting are not considered plagiarism.
Topic Creation Rules and Creator Rights:
After the roleplay is out of its planning phase and the roleplay has begun, any and all new topics must be voted upon. Users must present the topic idea, its purpose, and description in either the discussion or control center topic. From there, users will discuss their thoughts on the topic and whether or not it will be included. When it appears all discussion about the topic has been said, or a time line for it has ended, the Rep will host a vote. Majority vote will decided whether or not the topic is posted and accepted.
HQs, locations, and any topics within the roleplay that are directly connected to that roleplay, such as ones characters can take over, are to be considered public/community property. While the topic itself might be controlled and run by one specific user, said user will never have total control over it. Should something happen that the one currently in control of the topic did not anticipate, nor wanted to happen, they cannot claim control the plotline of the topic as the topic belongs to everyone.
The only topics within roleplays where the creator or owner can claim control over the plotline and direction are those not directly connected to the roleplay. These are shops that characters cannot rob or take over, challenge or GM/DM run campaign topics, news stations meant to inform users Out of Character, and the like.
In the case of faction topics, such as HQs, the user who created the topic may not always assume the highest position in the case it was decided someone else would lead at the start. Similarly, neutral territories or one that have yet to be taken by a faction will not give the creator of the topic the highest position or control.
The “10 Page No Attack Agreement” rule is to be abolished and removed. Instead, HQ/Faction Leaders now have a “No-Attack Agreement” power as described earlier.
Except for the earlier mentioned exceptions, the creator of a topic may use the typical rights as a creator. That being assuming highest position, able to give positions, give control of the topic to someone else, and decided the plotline and direction.
Creators cannot request the Staff to delete or lock their topics.
User Disputes:
As is guaranteed to happen, players will get into disputes with each other. They must be allowed to resolve their issues themselves first before any further action can be taken. If neither of the users in the argument are able to resolve it themselves within a reasonable amount of time, then their leaders need to take action and resolve the conflict. Below are time tables to suggest when Leaders or other users should get involved.
If both users reply 2-3 posts every day for over a week.
If both users reply with one post every day for over two weeks.
If both users reply with one post every couple of days for over three weeks.
If the users are being toxic, then the Leaders should get involved sooner. Depending on the level of toxicity, Staff may need to be involved.
Defeated Rules:
Unless otherwise specified, users are to assume that characters (RPCs), vehicles, and the like are Minifigures/Constraction figures and made of Lego bricks. As such, characters cannot truly be killed as they can rebuild themselves or their vehicles. They can only smashed, defeated/KO’d, or captured.
In the instance that a character is smashed, the character can respawn a week later. If the battle were the character was smashed is still going on, that character will not be allowed to reenter the battle.
If characters and the world are not composed of Minifigures and Lego pieces, it is possible for characters to be smashed with an indefinite delayed respawn time. However, this is ultimately up to the decision of the character’s owner. If smashed in battle, they can accept or deny the indefinite respawn time. To avoid possible arguments, users should state their views on which characters they would fine with being smashed in the profile or at the beginning of battle.
If the roleplay has a permanent smash rule, characters can never respawn. Users can still request that their characters make it out alive, but players are not required to respect the request. However, it is highly recommended that they do respect the request.
The jail rule is to be abolished.
NPC Regulations:
Non-Playable Characters (NPCs) or more accurately, cannon fodder, are units and characters that do not have the protection rights possessed by Roleplay Characters (RPCs, otherwise referred to as just characters). Being smashed for NPCs are permanent in every roleplay. RPCs can easily over-power and smash many NPCs without issue, provided the user is skilled with their character.
NPCs can range anywhere from unnamed civilians to highly specialized units that have their own profiles, sometimes even names and background. Named NPCs are the closest to regular RPCs, but considered to be either less important or expendable. If there is a limit on how many RPCs a user can have, Named NPCs are often the workaround to include more characters.
The number of NPCs one user can have varies from roleplay to roleplay, specific regulation detailing the amount. If the roleplay in question does not have any rules in regards to the number of NPCs, assume a maximum of ten for leaders and five for members.
RPC Regulations:
Characters must be from and fit the setting of the roleplay.
Characters cannot be invincible or have indestructible equipment or weapons.
Cannot be gods, deities, an entity/avatar/incarnation of something, inter-dimensional, from another plane of existence or reality; a servant, puppet, or some possessed/control by any of the previously mentioned things; or anything along those lines.
Power levels must be within reason and not overpowered (OP). What is considered reasonable and OP is up to discretion of the individual roleplay.
Unless otherwise specified, assume a two RPC limit.
Building, Research, Recruitment, and Training Speeds:
Unless rules otherwise specify, for average or reasonable things, post a 20% completion rate every 24 hours. If it’s fairly large, taxing, or lack the resources, assume a completion rate under 10% every 24 hours.
The posts in the training, research, construction, etc. should be specific (not vague) as to what they’re doing/trying to accomplish. Failure to do so will result in those actions being left up to interpretation.
Avoiding Defeat:
Players are not allowed to avoid their character’s defeat by means of teleportation, warping, portals, dimensional rifts, magic, time travel, or anything else that somehow allows them to avoid defeat by cheap means. The only instances where teleportation and the other options listed would be accepted are as follows:
• Can be countered/avoid by another means the character possesses.
• The damage that would be received is insignificant or would not build up to defeat.
Moves:
Players are limited to three moves per character/unit.
A move is defined as an attack action, something that will lead to an attack, construction/research, and entering/fleeing movements.
Counters and dodges typically do not count as a move, but if the character realistically cannot do much else in the battle, either do to time/space constraints or not knowing what the opponent will do next as they can perform an action within that time, then it will count as a move.
Moves that result in one-move/first-post defeats are not accepted in character battles. Similarly, this applies to armies as well, but armies can take significant losses.
Auto-hitting moves are prohibited. If a user makes what appears to be an auto-hit move, it may be that they’re just describing what will happen if your character takes the hit. If your character can avoid it, you do not have to accept the hit and doge.
Uncounterable moves are, in general, illegal. However, if the character is cornered, trapped, or in some way in a position where there is no way to avoid an attack that usually could be avoid in better circumstances, then it is acceptable.
All moves must be specific and clear as to what they’re doing and how it’s being done. If the move is left vague, then it is up to the replying user’s interpretation.
Jammers:
Jammers must be properly address to the users or faction. Failure to properly address the jammers will mean that they are open for anyone to read.
Jammers are typically addressed as “Jammers On * insert name here * Only!” The ending portion is signified by “Jammers Off!” if the spoiler tag is not functioning.
Properly addressed jammers can only be read by the people given permission to read them.
In the roleplay, Jammers should only be used for secret conversations and planning attacks. Moves and actually attacks are not allowed to be used in jammers as that would be considered uncounterable. Construction actions can take place in jammers, but must be specific.
Allegiance:
Users can only join one side of the conflict and cannot join rivaling or enemy factions.
They can join any neutral or allied factions with the main one they joined. Should any of these factions break away, the player must decide which one they will stay with.
Players can switch sides at any time. If they intended to do damage to their faction while still a part of it or right after the switch, they need to discuss with their old/current leader if such actions will be fine.
Similarly, if the character is a secret double-agent the entire time, this must first be discussed with the appropriate leaders and/or Rep. Surprise turns or betrayals can create fun and interesting situations, but must not be done to where they can hurt the users themselves.
If the roleplay specifies that players can be on both sides, or is a secret traitor, users cannot use Out of Character or In-Character knowledge of one-side and use it as an advantage for the other that they would otherwise not have access to.
Miscellaneous:
All roleplay topics should be in a roleplay sub-forum if one exists for that forum. Stories about the roleplay are excluded from this rule.
Use of WMDs are strictly prohibited.
References to specific real life weapons are prohibited (generic terms are fine).
All new members are to be welcomed and allowed to join. Their allegiance is not to be fought over.
All community guidelines must be followed in addition to the roleplay ones.