A Helpful Guide on Scenes

Scenes are often vital to adding to the immersion of the world around you, but there is a right and a wrong way to employ them. The purpose of this guide is to help you to understand what is and is not acceptable usage of scenes and how to enhance the roleplay around you. Remember to keep your scenes simple and helpful.

Scenes should add to the Roleplay, not replace it.


Allowed Scene Etiquette.

- Signs: If scenes are used as a 'Sign', they should be clearly labeled as such. They are permitted to be in another language but MUST include an English translation to avoid the rule break of forced language barriers. They should be in a place that is accessible but does not impede the flow of roleplay, and can be easily read.

- Locks: A temporary scene to 'lock' a door or 'close' a tent flap that would otherwise be unable to be done is allowed so long as there is active RP around the use of this scene. Once the RP has concluded, the scene should be removed. 

- Clues: Clues can add so much to RP, but they need to be useful clues that lead to further information. These are ideal for leaving evidence to a crime, or leading to some kind of discovery.

- Witnesses: Sometimes, a crime occurs like a store robbery, but Law was unable to get there in time. Leaving a scene that acts as the Store Clerk giving a brief description of the robber(s) is permissible. As a good practice, Crim Players should consider leaving the scene BEFORE activating a robbery mechanic. If deputies arrive in time, you can choose to remove it or keep it in place prior to attempting to flee or turning yourself in.

- Environmental Cues: You can leave scenes regarding what someone might smell, see, or hear in the area.

Topic Example
Clues *bloodied boot prints lead North-West of the stable doors. The prints seem petite in size with a distinctive heel impression. Likely a small statured woman had left them.*
Witnesses *The store clerk grumbles, mentioning two very tall men dressed in all black, one was blond, the other was a redhead. The redhead had a full beard. The blond spoke in a funny accent. Mentions something about them both carrying shotguns*
Environmental *The room smells faintly of jasmine flowers*, *a small floral arrangement of white flowers sits on the countertop*, or *a faint scratching sound can be heard outside the window.*

Disallowed Scene Etiquette.

- Sleeping: Scenes that describe someone sleeping in or having claimed a bed are not appropriate.

  • Why Not: if a criminal is sleeping in a bed, a lawman should be able to wake and arrest them. Instead, there should be a scene of a Local (Witness) saying said person was seen skulking about and is likely sleeping somewhere near-by. This encourages investigation without powergaming that someone is sleeping somewhere right in front of them but is untouchable because they are not actually there. This is also true for Beds that are public access, like in hotel rooms. You shouldn't leave a scene that a bed is claimed when you're not there to RP with. 

- PowerGaming Scenes: These are scenes that describe how someone must react or feel once encountering the scene.

  • Why Not: Roleplay is about give and take, and should employ the art of suggestion when using scenes. Scenes that force a specific response, like fainting, becoming violently ill, or getting hurt, removes autonomy from your fellow RPers. As a brief example, instead of saying *the putrid smell causes you to vomit*, it would be better as *A putrid nauseating smell fills the area*. It is understood that it's a vile disgusting stench, but leaves it up to the other player whether they get sick from it or not. After all, Some people have stronger constitutions than others.

- Traps: A scene which describes a situation in which once it is read, it causes harm or entrapment.

  • Why Not: Like the explanation described above, a scene should never force a specific outcome. It is better to describe a trap and it's intention rather than force someone into a situation. If the person who discovered the 'trap' is a good sport, they can chose to 'stumble into' the trap or do a dice roll for a chance to avoid it. Ultimately, it should always be a suggestion, and not forced.

- Vandalism (without Clues): Leaving a scene indicating damage or defacement of another's property, without any indication as to who may have done it.

  • Why Not: Anything you do should be with the intention of promoting RP. Leaving scenes without any clues that lead back to you is very one sided and leads to no follow-up RP. This could also be considered FailRP and griefing others in a way which leaves them unable to retaliate.

- Permanent Barricades: A scene which describes an impassable or unmovable blockage into a normally accessible area.

  • Why Not: Temporary scenes blocking passage (Locks) are permitted while there is active RP around them. However, Scenes attempting to permanently prevent passage while there is no active RP around it are not. This can include things like scenes describing debris, hazards, boarded-up doors, or other means of permanent/semi-permanent obstructions.

- Land Claims: This specifically applies to land or an area in which your character or group does not have rightful ownership of. 

  • Why Not: Homesteads and ranches are purchasable. If you have not purchased the property, you may not place scenes laying any form of claim to it. Properties are first come, first serve, and scenes attempting to prevent others from being able to purchase a property will be dealt with in an Admin Ticket.

- "Trespassers will be shot": A scene or sign indicating that if someone crosses a boundary, they will be fired upon.

  • Why Not: Scenes are NOT adequate initiation. Initiation should be clearly and actively communicated through active roleplay. Scenes should add to the RP, not replace it.