Official Guidelines
This is a guide relating to any necessary and relevant information to gameplay, and interacting with other live players on Creation Song. Any information not seen on this document is solely up to administrator interpretation and/or eventual addition to this document.
Permanent Death
Creation Song will utilize a concept known as "Permanent Death" during specified events, activated by authorized Game Administrators. All players within the event risk entire and total character data loss as a result of in-game death during such events. See Voiding for more information based on game bugs/unfair deaths interfering with gameplay.
Event examples
- Events may be requested by anyone within a reasonable purpose. The necessary incentive for permanent death events may be broad but must require relevance to the game, or lore.
- Events do not have to be requested by players for them to take place. Some events will take place without request.
- Events must work within general timeframe of the majority of the community. EST/GMT timezones currently take priority.
- Events may be done for multiple purposes such as:
β Expeditions: Exploring into unknown/non-human spawnable territory
β Construction: Gather enough resources prior to the event to attempt building a permanent structure in-game. (This may be extremely inefficient for lone individuals. Some kind of blueprint must also be required. Technology must be based on what is currently available to you in-game)
β Medical: Gather enough resources to begin an attempt at saving life/curing disease/removing injuries from individuals or groups of players. (These kinds of events are only necessary if some kind of unnatural incident takes place during an ongoing permadeath event, such as static injuries, loss of limbs, blindness, deafness, disease, or a general amount of damage taken during the event to cause temporary injury. Proceeding in-game with injuries may result in slight/total loss of sight, walk speed reduction or removal [unable to walk], limb removal [unable to use tools] or degree of insanity/jumpscare screen GUIs applied.)
β Trials: Events that require some kind of proceeding such as in-game βlegalβ debate over if someone should receive a death penalty or multi-day prison sentence may receive limited events for this to take place. (Trials may also be classified with rituals that involve sacrifice or combat.)
β Conflict: Events may be requested to steal from, capture, exile, imprison, kill, and/or destroy entire factions/settlements or individuals. (An individual may request to take on an entire faction. An entire faction may request to go against one individual. You must acquire a justifiable incentive to take life from other players. Otherwise, see Combat β "Aggressive Actions".)
Metagaming
- Metagaming is defined as any party willingly using information unfairly obtained through the use of exploits, or unfair cooperation with previously alive individuals/parties. The phrase is simple for this: Dead men tell no tales.
- You are not allowed to share any details of a previous character you once held after its confirmed death (deemed unvoidable) . We will not negotiate with you on the circumstances for violating this rule. The one and only set punishment for this is a permanent removal along with all complicit parties. Keep it to yourself.
Injuries
- Injuries may be temporary, or have a chance of declining health leading to possible or eventual death if not treated. Injuries will last a minimum of 6 hours to a maximum of 1 week in real-life time. (1 month IRL = 1 year in-game)
- Proceeding in-game with injuries may result in slight/total loss of sight, walk speed reduction or removal [unable to walk] , limb removal [unable to use tools], or degree of insanity/jumpscare screen GUIs applied. )
Combat
Combat will be a dynamic mainstay for the eventual reexpansion of the Human species in the world of Creation Song.-
PVE - There are known, and unknown creatures/monsters/elements players should be able to adapt/fight/sneak from. Be wary of unknown creatures/NPCs as you may be the first to document their abilities.
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PVP - Player vs Player combat may be intentional, or accidental. Confirm who you attack and what you consider as hostile intent. You may use βAggressive Actionsβ as immediate incentives to kill players committing AAs toward you or your general group.
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PVPVE β It may be possible to utilize/bait monsters/creatures into areas where they are usually not found. The way to do this may be broad, from aggroing Arlyn Whales to enemy positions or capturing live shades and releasing them in crate bombs.
Aggressive Actions
Aggressive Actions are defined as the following:
- A tool/ability with deadly ability has been enabled/equipped (melee, firearms, explosives, essence) facing toward your vicinity, or within close proximity (any ranged weapons from afar toward your vicinity may count).
- Movement is aggressive within your vicinity (Sprinting/moving towards you/your faction [Ignored request to stop], evasive/dramatic/attack maneuvers from any kind of vehicle)
- Verbal aggression in the form of a threat to harm another player in-game.
- A physical attack of any kind against you or your faction.
(AFOREMENTIONED ABOVE DESCRIBES RUDIMENTARY GAMEPLAY AND CAN BE BASED ON ACCIDENTAL MISTAKES OR INSTINCTIVE DEFENSE)
Aggressive Actions can be used as βlegalβ self-defense to put a stop to any potential loopholes in random-killing as an act of unapproved/non-lore justified murder. Aggressive Actions may be committed inside and out of PermaDeath events. AAs committed outside of PDs may be used as an incentive to start a PD.
Factions
Roblox group space is required for factions. Groups of players may form factions for a variety of purposes that may not even be predicted in this document. Here are a few types of factions you might expect to see:Faction Types
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Government
β May have political/ideological subordinate factions depending on government type
β Must reign over existing settlement -
Military
β May have branch/unit subordinate factions depending on the organization
β Must belong to an existing government -
Paramilitary / Guild
β Militarized factions of no government
β Must have at least 1 kind of settlement/building -
Enterprise / Business
β Organizations involved in economic dealings
β Must exist within an existing governmentβs borders -
Bloodline / Family
β Tight-knit permanently bound by blood groups
β May subordinate other factions (i.e. monarchy government or family-owned businesses) -
Private / Other
β Unknown and potentially nefarious factions, or factions that fall outside classification categories under special circumstances
β Case-specific rules applied by the Designated Administrator
Settlements / Buildings / Locations
Individuals or Faction alike may request to erect a permanent structure in-game based on their behalf.
A blueprint of some kind, either in the form of a reference picture or layout floor design, is required before knowing how many resources are needed to construct the building or settlement.
A separate upkeep system will be attached in time for population gathering, but most will be practical based, meaning youβll need actual players for numbers to make villages, towns, or even attempt rebuilding cities.
Buildings/settlements that serve no economic/general population purposes must be populated by an active group of at least five to ten people, depending on what the structure is.
Separate upkeeps may be required depending on the area and type of resources used in construction, such as local government tax, or game-mandated material repair upkeep.
Voiding
The only form of evidence accepted for requesting a void on a character death is video format.
Leaking void evidence is a bannable offense.
You are responsible to keep your void evidence to yourself in any case of metagame content. You are also responsible to record your own gameplay.
Administrators may request recordings from witnesses both dead and alive, as well as aggressors and defenders, dead or alive.
You are responsible to report any administrators involved in an incident to prevent bias tampering to higher game authority.
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