Server rules
Section 0: Preamble
Goals
- We want to create a fun, inclusive and fair roleplaying experience for every player;
- We need to adapt the rules to the somewhat restrictive framework that Funcom put in place;
- Maintain a clear set of rules that govern all player interactions.
Challenges
As you may know, the way Funcom has decided to implement private servers is quite limiting,
especially for a roleplaying community. Private servers are grouped into worlds, which host a
number of shared areas across different servers (Arrakeen, Harko Village, Deep Desert). This means
that at any point when your character is located in one of these locations, you may be interacting
with people outside of the community. This also means that the scope to which we can enforce the
rules of our community are limited, in effect, we need to treat these spaces as high likelihood of
grieving, poor sportsmanship, etc.
Mitigation
- Every player within the server will be subject to the server rules regardless of whether they are
in a shared area or not, and regardless of whether the other players they are playing with are
members of this server or not.
- The rules will contain specific items meant to maximise the likelihood of a fun roleplay
interaction in shared areas, while acknowledging that in the current Dune: Awakening
implementation full certainty is impossible.
- All player names will contain the DRP tag at the beginning, to visually distinguish other players
bound by the same rules at a glance.
- I have chosen a low-population world for the server. While this cannot assure a safe environment
for our community, it makes grieving in the Deep Desert less likely.
Section 1: Behaviour and Fair Play
First and foremost, this community is about a game and a universe we love and enjoy. This section is about the very basic rules that should govern every in-character and out-of-character interaction between members of the community.
- All members are expected to maintain respect and maturity. Do not insult, harass, troll, or
provoke other members in any setting.
- Treat all community members with dignity regardless of their background, beliefs, or real-world
characteristics. Bullying, demeaning, or patronizing behavior will not be tolerated.
- Do not spam, advertise external services, exploit game mechanics, or disrupt community functions
through any DuneRP services.
- All content must remain appropriate for mature audiences. Real-world political discussions,
sexual content, real-world religious debates, and extremist ideologies are prohibited to
maintain focus on Dune lore and roleplay.
- Text communication should contribute meaningfully to roleplay discussion or community
organization. Meme responses and "+1" posts should be replaced with appropriate reactions.
- For the purposes of the rules, all communication (Discord, in-game chats, meeting comments, etc.)
are subject to the rules, as long as 2 or more community members are involved with the intent of
talking about or organising game activities.
- Do not impersonate staff members, create fake announcements, or misrepresent official community
positions.
- At all times you must follow and respect the spirit of the rules, not just the letter of the
rules. Behaviours that break the intended safeguards set forth in the rules will be considered to
be in breach of the rules. Context will be taken into account and posts that tow the lines of the
rules will be dealt with accordingly.
- These standards apply to all community members regardless of location within the game world,
including shared areas where non-community members may be present.
- Any use of cheats, hacks, or external software that provides unfair advantages results in
immediate permanent community ban. This includes BattlEye bans or VAC bans in related games.
- Do not exploit game bugs or mechanics inappropriately. Examples include unrealistic building
techniques, item duplication, or abusing physics glitches.
- Gameplay should focus on roleplay and story development, not dominating other players through
superior PvP skills or gear accumulation.
- Accept losses gracefully. Gear can be replaced, but community relationships cannot. Take breaks
if you struggle to separate in-character events from out-of-character emotions.
- Do not engage in "ghosting" - logging out to avoid consequences or gain unfair positioning
advantages.
- The rules are subject to change, especially in the beginning; it is your responsiblity as a
player to keep up to date and abide by the latest set of rules.
Section 2: Roleplaying
- You must be roleplaying at all times while on the server. This includes general actions your
character might do when alone. E.g.: while mining massive amounts of granite makes sense if your
character is planning on building a base, "mining" granite just for stockpiling it wouldn't be a
natural behaviour for your character (unless, of course, they're a granite merchant).
- Valuable life: Your character must value their life appropriately. Do not engage in suicidal
tactics, ignore overwhelming threats, or act fearlessly when facing military forces or sandworms.
Move on the edge of caution, just as you would in real life.
- Prioritize story development over mechanical advantages. "Rule-playing" (using out-of-character
knowledge of the rules to gain in-character advantages) undermines the collaborative nature of
our community.
- RP bubbles: When 2 or more community members are present in any area, full roleplay standards
are in effect, even if you are in a shared area. You must remain in character and contribute to
ongoing scenarios. Solo players may relax RP requirements for practical needs.
- Out-of-character chat should be minimal and marked with a
//
prefix. Do not use
out-of-character chat for casual conversation during roleplay scenarios.
- Fresh start rule: Upon character death, you cannot return to the death location (500 meters)
for 2 hours. If killed in hostile action, you cannot remember the cause of death until all
related storylines resolve. You cannot involve yourself in the circumstances of your death even
after time restrictions end
- Metagaming: Your character does not have your knowledge. You must never use the knowledge you
have from engaging with the community while roleplaying. For example: introduce yourself to meet
a new character even if you may know them from Discord, not using external streams or
communications to gain location/status information, never use screenshots or community posts to
"figure out" where a secret base is located, etc.
- Communication is physical: Your character must possess the ability to physically communicate
within the roleplay context for you to do so. For example: having your mouth tied would prevent
you from using voice chat, Discord or in-game chat. Having your stillsuit/armour removed would
prevent you from being able to broadcast via the comuninet (either in game or on Discord). If
unconscious, captured, or equipment-less, external communication must cease.
- You must never engage in private communication without broadcasting your message over in-game
chat or voice chat as well.
- Do not impersonate other community members or claim membership in houses/factions without proper
authorization. The only exception to this rule is in the form of espionage, in which case you may
claim to be a different person, but must disclose your impersonation if the opposing character
mentions they physically inspect you (and they have prior knowledge of that person).
- Official community events cannot be disrupted without explicit permission from event organizers.
Section 3: Base Building
- Bases should reflect the architectural and technological constraints of the Dune universe. Avoid
purely mechanical optimal designs in favor of lore-appropriate structures.
- Major bases require lore justification - water sources, strategic positions, trade routes, or
House territorial claims.
- Vehicle limits reflect the rarity and value of technology on Arrakis. In general, your character
shouldn't just happen to have 3 ornithopters to spare.
- You may attack bases only with an in-character justification. A base being in the way is not
justification enough.
- Avoid blocking important paths to common areas such as Suks, towns, wrecks, etc. A member of the
team might ask you to move the base, and you might end up putting in double the effort to build
the base. Very rare exceptions for roleplaying enhancements may be made, but must always be
discussed and pre-cleared with the lore masters.
Section 4: Hostilities and Combat
Player-on-player combat is enabled throughout the Hagga Basin. However, there are strict rules to
how these kinds of interactions can happen. The bulk of the rules revolves around the concept of a
conflict, that must have an initiation, a goal, a consequence and a resolution.
The initiation of a conflict is a clear verbal or non-verbal statement of aggression from
another player (e.g. raising and aiming your weapon, shouting Hands up!, etc.). The initiation is
immediately followed by a statement of a goal followed by a consequence (e.g. Leave
immediately or I will shoot!, Drop all your gear and you will walk away unharmed!, etc.).
Finally, the resolution is how the two (or more) players collaboratively decide to resolve the
conflict: the victim can choose to obey or disobey the demands, and the attacker may respond
accordingly.
- All hostile player-on-player action must happen exclusively through one of three methods:
- the conflict framework governs 90% of hostile interactions between players;
- an officially organised hostile event;
- interactions with characters from other servers on the shared areas (e.g. Deep Desert).
Any other hostile interaction that does not follow one of these situations is strictly
prohibited.
- Hostile events are officially organised community events clearly bound in time and space
where any form of player hostility is permitted, subject to pre-aprroved rules. These areas may
allow for killing on sight.
- Shared areas (like the Deep Desert) are shared between multiple servers. Therefore, do
expect being killed on sight. While it is our wish this was not the case, it is a reality of
the current Funcom server setup. However, should you encounter another member of the community
in the desert, you are expected to follow the conflict framework instead.
- Conflict framework: All hostile player interactions that do not fall into one of the two
categories above must follow the conflict framework. As such, a hostile interaction must
contain all of the following 4 elements: initiation, goal, consequence and resolution. The
purpose of this framework is to govern hostile actions that may lead to the death of a character.
Only by following this protocol does the aggressor obtain the right to kill the victim.
- There are two (and sometimes three) parties to a conflict: the aggressor(s), the victim(s) and
the observers.
- The aggressor is the person that initiates the conflict upon one or more victims.
- The observers are other players that share the same space with the attackers and victims.
- The observers may intervene into the conflict by triggering a new conflict in which they
become aggressors, or may become additional victims. While in the role of the observer, they
may enter or leave the premises as they wish, but possibly subject themselves to a possible
conflict.
- The initiation must be a clear and non-ambiguous verbal or non-verbal expression of
aggression. In general, prefer to express them verbally. However, raising and aiming your
weapon is a fairly non-ambiguous aggressive action.
- The initiation must be immediately followed by a verbal statement of a goal and consequence.
The goal and consequences must be justifiable in-character, and achievable by the victims.
If the victims choose to obey the demands and give in to the attacker's goals, the attacker
does not obtain the right to kill the victims.
- If the victims disobey the demands, then as long as the consequences did include the possible
death of a character, and the victims' response is to attack the aggressors instead of
fleeing or hiding, then the aggressors does obtain the right to kill the victims.
- If the victims disobey the demands whose consequence did not include the possible death of
the victims, the aggressor does not obtain the right to kill the victims. However, the
aggressor may naturally wish to hurt the victims.
- If the consequences include the possible death of the victims, they immediately obtain the
right to kill the aggressors.
- If the consequences did not include the possible death of the victims, the victims do not
obtain the right to kill the aggressors.
- In general, prefer to solve situations without involving character death, as roleplay
resolutions tend to be more fun for everyone involved.
- The right to kill is transferable only with faction and house members, subject to them
being able to be informed of the conflict (i.e. access to Comuninet, being conscious, etc.)
- Combat logging is strictly prohibited. Remain in-game 30 minutes after last hostile
interaction, unless all parties verbally consent to the cessation of the conflict early. If for
practical or technical reasons you need to leave early, you need to obtain the approval of the
other parties; the approval may be conditional (e.g. drop all your gear).
Section 5: Player Factions
- Player factions, as opposed to informal groups of players, are pre-approved lore-bound
organisations with a clear leadership structure, set of internal rules and adhesion criteria.
- Player factions are still wholly bound to the same set of rules that govern the server, but may
wish to further mould player behaviour. For example, an Anti-Sanguophage League may prohibit
its members from consuming human blood.
- Player factions are self-governing, subject to their internal rules and protocols.
- The lore masters may choose to engage player factions to drive server-wide storytelling events
and lore.
- Membership of a rival faction is sufficient justification for initiating a conflict. Membership
of an allied faction is sufficient justification for avoiding an armed conflict at all costs.
- Each Player Faction may choose two representatives for involvement in server-wide efforts: an
administrator will be a member of the High Council, that will be involved in logistical
decisions related to the running of the server. An elder will be a member in the Council of
the Elders, that periodically meets to discuss lore-building concerning the whole server.
Section 6: Houses and Kanly
- Houses, as opposed to informal groups of players or player factions, must follow the established
lore of the Dune universe. In general, players may not take pivotal roles of the House (e.g. head
of the House, heir, general, etc.). However, specific exceptions may be issued at the discretion
of the Council of the Elders, depending on the player's roleplaying skill, community
standing, etc.
- Players may not create new Houses. Only the pre-established houses can be used for
roleplaying purposes.
- We distinguish alignment with a House (choosing to employ one's skills for furthering that
House's goals, often in exchange for Solari) from membership of a House: being an actual
biological descendant of a House member.
- A player being a member of a rival House can be sufficient justification for initiating a
conflict if the goal is related to furthering your House's goals (e.g. access to a spice field,
demanding resources, etc.). However, in doing so, you must engage with the Kanly rules, which
will require you to seek non-open-combat resolutions whenever possible.
Section 7: Hagga Basin
- The Hagga Basin is exclusive to our own server, thus it is the peferred space for carrying
out roleplaying activities.
- All player aggression in the Hagga Basin must follow the Hostilities and Combat rules.
Section 8: Shared World
- We share areas of the world with other servers, for example Arrakeen, Harko Village, the Deep
Desert. You must follow and abide by all rules when in these areas as well, unless noted
otherwise in each rule. Represent our community positively.
- We will not provide compensation for lost gear due to aggressive interactions in the shared
areas. Assume that venturing out into the Deep Desert is a very high risk activity, and consider
whether you can achieve what you want in the Hagga Basin.