Prison Guidelines
Explore the rules related to Prison.
These rules ensure immersive, respectful, and realistic roleplay for all players incarcerated in La Mesa Penitentiary. Members must uphold their organization's standards while adapting to prison life.
General Rules
Roleplay Quality & Realism
- High realism is mandatory — portray the mental, emotional, and physical toll of incarceration (e.g., fear, aggression, isolation, anxiety).
- Behavioral adaptation is expected — characters should show believable changes from street life to prison life.
- Immersion is key — avoid out-of-character references, trolling, or unrealistic actions like bragging about violence in prison.
Prison Hierarchy & Politics
- Respect internal hierarchy — factions must establish a chain of command; leaders must maintain structure and discipline.
- In-character alliances/rivalries based on race, culture, or gang are allowed but must be handled respectfully.
- Leadership changes (e.g. coups) require Faction Management approval and strong in-character justification with documentation.
Violence & Conflict
- All violence must be roleplay-driven, with valid IC (in-character) reasons and proper escalation.
- Major actions (ambushes, murders, beatdowns) must be logged with screenshots or video.
- Stabbings or kills require pre-approval via a ticket or faction leadership if a CK (Character Kill) is involved.
- Retaliation cooldown: 4-hour minimum after major incidents (e.g., riots, stabbings).
- Ongoing feuds must be coordinated to avoid repetitive, forced roleplay.
Contraband & Smuggling
- All contraband must be acquired through proper roleplay. Random spawns or unrealistic access are prohibited.
- Smuggling items (phones, weapons, drugs) must involve staff or allies.
- Drug trade/extortion must align with prison roleplay, be led by faction leadership, and follow escalation rules.
- Weapons must be justified and concealed. Improvised weapons require crafting roleplay.
- A limited number of weapons are managed by Faction Management. If confiscated, they’re unavailable for 8 hours.
Staff Interaction
- Treat Correctional Officers and staff based on roleplay context.
- Harassing staff out of character or without justification is not allowed.
- Staff corruption roleplay requires admin approval.
- Bribery, manipulation, or threats must be well-developed and subtle.
- Escalated violence toward staff must be properly justified.
Daily Routine & Behavior
- Participate in meals, yard time, work detail, and cell time—non-participation is not acceptable.
- Solitary confinement must be respected—no roleplay movement unless justified.
- Gang/faction meetings must remain discreet to avoid consequences from COs.
Communication & Metagaming
- No out of character coordination. All plans, hits, and alliances must occur in character.
- Using alts to bypass prison roleplay or share information is metagaming.
- Contraband phone use must be realistic and fully roleplayed.
Sentences, Release & Escape
- Long-term roleplay is encouraged. Sentences must be served unless released through roleplay/legal means.
- Prison breaks require approval via ticket and a detailed plan.
- Characters must reflect incarceration’s impact after release.
Wars inside Penitentiary
- Character Kills and Player Kills are valid inside prison if escalation and documentation are proper.
- Prison is not a safe zone—war-related deaths can occur during incarceration.
- Death mode applies for sufficiently escalated incidents (e.g., stabbings, ambushes).
Continuing Character Kill Wars
- Character Kills must have solid roleplay buildup: motive, context, and execution.
- Admins must be provided with logs, screenshots, and full justification.
- Common Character Kills methods include:
- Shankings (crafted/smuggled weapons)
- Gang-coordinated fatal beatdowns
- Murder under riot cover
- No rushed or sloppy kills—realism and immersion are essential.
The Character Killed’d character is permanently dead—no roleplay, communication, or influence post-death.
Character Kill Wars Wars During Incarceration
- Prison remains a battleground if factions have jailed members during an active Character Kill war.
- Incarcerated members stay on the war roster; leaders must keep Faction Management updated.
- Character kill attempts must meet the same roleplay and escalation requirements as outside.
- Faction disputes can involve:
- Turf control (cells, mess halls, common areas)
- Political power plays and alliances
- Brawls and organized violence
- Escaping to avoid character kill is prohibited.
- If a war ends mid-sentence, CKs may still be valid after release based on logs/escalation.
- Faction Management reviews and finalizes CK status.
Post-War & Post-Release Considerations
- Post-release CKs remain valid if the character committed major in-prison offenses (e.g., organizing hits).
- Faction disbandment nullifies CK eligibility during incarceration unless explicitly exempted by Faction Management.
- Members of disbanded factions cannot be CK’d, unless their pre-disbandment actions had significant in-character consequences.
Riots in La Mesa Penitentiary
Riots are major, story-defining events that reflect factional tension, racial dynamics, and inmate-staff power struggles. They must be immersive, well-planned, and rooted in in-character (IC) conflict.
Riot Initiation Guidelines
- Riots must be grounded in in character tension, not random or out of character-driven.
- Valid motivations include:
- Factional or turf disputes
- Racial/political animosity
- Retaliation for a stabbing or inmate death
- Staff abuse or misconduct
- Inmate power shifts
- Minimum 6 participants required to classify as a riot.
- 12+ participants require pre-approval from Faction Management or a Prison Roleplay Admin.
- Include COs in planning where possible. out of character coordination (without revealing in character motives) is encouraged for balance.
Escalation & Planning
- Build tension through:
- Verbal taunts, isolation, intimidation, subtle threats
- Gang propaganda or passive-aggressive behavior
- IC triggers like contraband busts, unfair lockdowns, or meal-time taunting
- Documentation is mandatory:
- Logs/screenshots of buildup
- Video of initiation and notable moments
- Clear evidence of IC motive
Riot Conduct Expectations
- Powergaming is prohibited. All participants must roleplay:
- Injuries, fatigue, disorientation
- Use of improvised weapons (mop handles, trays, shanks) with proper emotes
- CKs/PKs must be pre-approved and escalate logically.
- Random deaths without escalation will be voided or punished.
- Medical roleplay is required post-riot:
- Injured players must roleplay wounds
- Fire Department revivals return you to roleplay but with appropriate consequences
Aftermath & Consequences
- Riots shape prison dynamics. Expect:
- Lockdowns and increased CO presence
- Solitary confinement and privilege loss
- Restricted contraband access or parole delays
- Faction Management may assign in character punishments, such as:
- Reduced faction influence
- Delayed transfers or promotion blocks
- Riots can alter CK war dynamics or faction alliances.
CO Roleplay Standards
- COs must respond professionally, using appropriate force:
- Riot gear, lockdowns, tasers, and tear gas must be properly roleplayed
- Random CO kills without escalation are abuse of power
- If outnumbered, COs must follow fear roleplay:
- No solo heroics vs 10+ inmates
- Retreats and injuries must be realistic
Admin Oversight
- Large-scale riots (12+ players) require admin submission:
- Summary of motive
- Screenshots of buildup
- List of participants
- Admins may spectate or review after-action logs.
- Failure to follow riot protocol may lead to voids, bans, or faction strikes.
