Player versus Player (PvP) on Wasteland is for story building first and foremost. Wasteland is not a PvP-centric server. Trying to force ⚰️Permadeath on another player should not be your main goal. Focus on creating stories, not ending them. Consider how to make encounters fun for the other players involved over winning.
† A 'Death Ball' is when one party turns a fair fight into a near-guarenteed steamroll by bringing in more numbers than is strictly necessary.
Any unanimous out-of-character agreement, documented via an RP Planning Ticket, overrides these rules. Ensure you save a transcript or screenshot of the agreement as proof. You must reach agreements in good faith, without pressure or coercion from either side.
Wasteland has three types of combat. 🎲Dice, 🎭Roleplay and 🔫Mechanical.
🎲 Dice Combat and 🎭 Roleplay Combat use a turn based ordering and as such can be extremely slow to play out. As a result, there are two rules that apply to them:
/me is starting Dice Combat
followed by /meshout is starting Dice Combat (Late joiners)
. For 🎭 Roleplay Combat, simply change the wording./me is joining combat
and join immediately./meshout is reinforcing combat
, however they can only participate at the start of the fourth round.When: Roleplay combat is an alternative to 🎲 Dice Combat. It offers a freeform way to resolve conflicts through roleplay and can be useful when the result has already been agreed on.
Specific Rules
/me swings a crowbar at John's torso with all his might from the side, attempting to hit the stranger center chest.
Do not include the other characters reaction or consequences of your action, leave that up to the other player. For example, do not do: /me swing his bat, striking Johns face breaking his nose sending blood into the air.
Defeat: Unless the combat was friendly (Sparring, bar brawling, etc), see PvP Outcomes.
When: The default option for PvP unless players agree to another type. Dice Combat is frequently used during story events run by staff.
Specific Rules
Defeat: Unless the combat was friendly (Sparring, bar brawling, etc), see PvP Outcomes.
When: Mechanical combat can be used when RP or Dice Combat is not feasible due to there being too many players. Most commonly, mechanical combat is used for storyteller events against NPCs.
Specific Rules
Being killed: No consequences, you can respawn freely unless special Storyteller rules apply. You can roleplay as wounded afterwards or not, it's up to you.
After a PvP encounter ends (either through combat or with one party surrendering without a fight), the resolution process follows one of three paths:
🍃 Organic: If the winner chooses not to seek any concessions, no action is required. This is the preferred approach.
🤝 Mutual Agreement: Both parties may negotiate a resolution via an RP Planning ticket. This 🤝Agreement must be reached consensually.
⚡ Staff Ruling: If the winner seeks concessions and no mutual agreement is reached, then both parties should open tickets. Staff will then ⚡Enforce Consequences.
When staff are handling the consequences of PvP, they will first investigate what happened. You should provide videos and screenshots where possible. The staff member will then lay down the lore of what happened IC and apply a 🤕Backdown to the defeated characters. In extreme cases, they may enforce a ⚰️Permadeath instead.
Backdowns are the most common form of ⚡Enforced Consequences when you have been defeated in a conflict. Your character survives but is given some conditions to follow. If you break any of the terms for your backdown then your next defeat will mean a ⚰️Permadeath.
Backdown severity is determined by how significant the conflict was in the story.
Minor backdowns are for spontaneous fights, combat with strangers and petty disputes or infractions.
Examples:
Consequences:
Conclusive backdowns are the result of a long term conflict with known enemies and multiple encounters.
Examples:
Consequences:
Permadeath, also known as Character Kill (CK), is where your character permanently dies. There is no coming back from it. You can always choose to permakill your own character by sending them to the graveyard with the dashboard.
Permadeath will be enforced on your character if you suffer a defeat and one of the following is proven:
"What are you going to do, shoot me?"
If you want to ⚰️Permakill another character, you can put in a ticket to ask for permission. Anyone who will take part in the kill attempt should also be added to the ticket with you and listed clearly. These tickets are only approved if you can prove one of the following beyond any doubt:
Note that if you are avenging actions where the victim asked for the roleplay through OOC means such as an RP Planning Ticket, you are unlikely to be approved for a ⚰️Permakill.
If your group manages to gain approval for the kill, then any one of you can do the deed. However, the same applies to your group. If you are downed in PvP with the victim, then your own character faces ⚰️Permadeath themselves.
If a conflict escalates to a point where large numbers of characters are involved, your group can open a ticket and declare war on the other group. Staff will then create a War Ticket. In the war ticket, leaders of each faction will discuss the rules that will apply during duration of conflict, including topics such as:
Non-hostile NPCs played by Storytellers should be treated like any other character - they are not disposable cannon fodder and trying to treat them as such may result in a fail RP ticket. If combat does occur then storytellers will normally use 🎲 Dice Combat to resolve it.
Events involving groups of Hostile NPCs may sometimes occur. 🔫 Mechanical Combat is used during these events and you can kill on enemies sight. You can also respawn if you're killed, but Storytellers may set special rules when the event is announced to change this.