Consequence Law [07] · /docs/conduct.txt
Neon Grid is roleplay-forward and player-killing. Both halves are real. Both halves have structure. The city does not care whether your motive was beautiful if the cameras caught the body.
// roleplay is part of the loop.
Your description, reputation, faction ties, public actions, and private history can all become evidence. Faction conflict starts as pressure before it becomes pursuit. The Grid remembers what you do, not what you meant.
- character descriptions and visible identity
- private story / chapter system
- public reputation from −1000 to +1000
- newswire that surfaces violence, reputation, quests, and events
- civic signals, datagrams, calls, messages, contacts, dead zones
- room keywords and lore fragments that reward investigation
// violence has rules. the rules are part of the fiction.
PvP exists as part of faction conflict, reputation, lawless travel, and personal rivalry. If you want a world where roleplay can escalate into real combat stakes, Neon Grid is built for that. If you want consequence-free sparring with no record, this is not the pitch.
- newbie protection and level/xp range safeguards protect new or mismatched characters
- safe rooms and secure sectors suppress player combat
- regulated city sectors mark unauthorized attackers as WANTED
- wanted / rogue players lose normal protections — they become opportunities
- the Outlands and Wastes are lawless and support open PK
- death = experience loss, corpse recovery, reconstitution pressure, longer-term degradation