• If someone might get killed or maimed unexpectedly (to them OOCly), hit them with a +warn and give them a chance to back off.
  • If someone is doing something that blatantly would get them killed or maimed 100% of the time, you can consider them pre-warned (but a +warn couldn't hurt).
  • Once someone has been warned about a something, doing that something again in the future is considered pre-warned.
  • If someone wants to "fade to black" (no details) or "fade to grey" (only vague details) for a murder/torture/rape/etc.. thing, that's their right. Just as long as they realize that it still happened ICly and don't try to avoid consequences. This applies to both enactor and target.


The world on Windy City is a dark and dangerous place. Scenes that can, and will, take place on here will be dark and dangerous as well. It is important that you, as a player realize this. Bad things can happen IC. If you're smart, or maybe just lucky, they might not happen to you. But, considering the world your character is in, it is highly likely that something bad will happen to you eventually. With vampires, shapeshifters, and other monsters roaming around it really is just a matter of time.

The staff firmly believes in ICA=ICC (in character action equals in character consequences) but we also realize that we can't go around and kill every character that wanders into danger. That wouldn't be fun for anyone. This is why we have a consent policy. Consent, by definition, means to agree. Roleplay is a cooperative effort between a group of players OOCly in order to create and share a story. This means you should work together with your fellow players OOCly in order to create a better story and to insure that the roleplay is kept along IC lines at all times. It means you should think about your actions ahead of time and consider the possible consequences of them and willingly accept those consequences if you take those actions.

In any scene you involve yourself in, you should be willing to give and take for the good of the roleplay. Not only gaining, but willing to sacrifice in places for the good of the scene. This may sound confusing, so let me give you an example: you have a normal human character that has insulted, hurt, or offended the Ulfric. He may let you off with a warning. He may beat you into a bloody pulp. Or he may just rough you up a bit. It all depends on what you and the Ulfric work out. The Ulfric needs to make an example of some puny human or else he appears weak. You, however, don't want to die. Your character might survive, but also might end up in the hospital for a few months.

Now, you may be wondering how we handle player-character killing here. If you haven't done anything to provoke it, someone can't just walk up to you and kill you. Does a consent policy mean characters can never die? Of course not. People can kill you if you give permission, but it's also possible for your character to be killed without your permission. Part of consent is thinking about what consequences your actions may have and accepting them if you go on with your behavior. Taunting a vampire will result in serious harm to your person. The vampire in question only needs to inform you once that your behavior, if it's continued, will result in violence. If you disregard that warning, you are consenting to the consequences. You do have the chance to take the warning into consideration and use your next pose to demonstrate that you want to keep yourself from serious harm. That doesn't mean you'll necessarily escape unscathed, but you won't die and you won't receive any permanent or serious injuries.

How does this apply to non-combat situations? Defections and betrayals are a good example. If your race or group has a clear policy that defection or any traitorous activity could result in death or serious injury, then by defecting or committing a treasonous action, you are consenting to those known consequences if you are ever caught. If you enter into a group or play a character that is part of a particular race with rules like that, you are consenting to your own death should you ever do something that betrays them.

The bottom line here is think before you act. Give a warning to your fellow player if they're crossing a line, and give them a chance to fix things and make it right before taking an action that could render their character unplayable. Take the chances you're offered by your fellow players when they're made or continue knowing the result could be your own death. Never trick yourself into believing that you can do whatever you want because you don't think you'll get caught. If you commit the action, against a warning, you accept the results.

Oct 22, 2005 Addition

  • If a third party is conspiring to kill your character, it is not up to that third party to +warn you. Instead, it is the duty of assassins sent to +warn. If it is revealed to you that the assassin was sent (so your survival will mean future assassins), that covers any future need to +warn you. Consider it pre-posted policy that knowingly meddling with the plans of those listed on '+leaders' may end up with an attempt on your IC life. If some other character seems to be leading up to doing something that you might want to have them killed for, you can +warn them, but it isn't mandatory.

You're the spitting image of Madman Muntz, wanted for multiple murders, presumed armed and dangerous. You go into Mr. Hooper's store to get some stamps. Mr. Hooper realizes you resemble Madman Muntz, notes the return address on your envelopes, and calls the police once you're gone, claiming you're Muntz. The police send an over-armed SWAT team to your house to take you down in a hail of bullets.

It is more up to the SWAT team to +warn your character (when they show up at your house) and not for Mr. Hooper to (while you were in the store).

Evil Larry is constantly hitting on you, and you're sick and tired of it; enough so that you've hatched a plan to get Larry killed. You invite Larry to the Paws & Claws Club, knowing it's a shifter hangout, that Larry hates shifters, and that Larry's not too bright and will probably start shooting his mouth off after a few drinks.

It is more up to any disgruntled and insulted shifters to +warn Evil Larry (before they beat him up) and not for you to (before setting him up).

You're a were-thing in a pack, led by Alfie. There's a were-thing, Betty, whose non-were-thing sister, Veronica, has decided Betty should break away from Alfie's pack and go it on her own. She's confronted Alfie about this, was told by Alfie that if she wants Betty to break away from the pack, she'll either do it outside of town or six feet underground. Betty decides to stay rebelliously in town with her sister (apart from the pack) for the next few days, the next few weeks, and the next few months. Alfie asks you to whack Betty and/or Veronica.

It is more up to you to +warn Betty and/or Veronica and not for Alfie to.

Apr 28, 2009 Additions

  • If a character is performing an act that would logically result in them being assaulted or killed or arrested by the police and another character calls the police in plain view of the first character, that counts as a +warning. The easiest way to negotiate a non-combative solution is for the first character to stop doing what seemed to require police involvement and probably hoof it before the coppers get there.

Bob is in the Belle Boheme Café, waving around a pistol and saying he'll kill everyone. Obviously, if Bob's player never plans to have Bob open fire, then Bob has no need to +warn. But if Carol is in the café and calls 911 (or somehow lets the local police know) and cops (be they PC or NPC) are on their way, that's a pretty good hint to Bob's player that he ought to have Bob either stop waving a gun around or leave, otherwise he might get mowed down in a hail of bullets.

  • If one party +warns another with comrades in tow, the warning applies towards the aggressive actions of the comrades in that scene.

Bob jumps Carol Jones and Ted Jones in an alley so he can mug them. Bob tries to yank Carol's purse away from her, and Carol's player issues Bob a +warn (to let her know that she'd be willing to kill for what's in the purse). Bob's fine with it, so the mugging continues. Ted pulls out a gun, since he's an off-duty cop, and starts riddling Bob with holes. Bob's player has little room to complain about how Ted didn't +warn him, since Bob blatantly put himself against the two of them, and not just Carol.

  • A request for the character to leave both Chicago and Wauconda would make the character as unplayable as IC death would, so it's not exactly an option one can present in place of death when negotiating a +warn.

Mob-Boss Alice has had just about enough of Bob the thug. She issues Bob a +warn, saying he can either leave Illinois, or he can die a horrible death. From Bob's player's perspective, they're really the same thing — neither will allow him to play Bob anymore. Instead, Alice should have just said death or Wauconda (or cake, or something), so Bob's player can still play Bob if he takes the non-combat option.

March 1, 2010 Addition

  • A +warn is not needed if there is potential character death (or suchlike) through inaction.

Bob's player decides to make a show of it by having Bob lie down on the local railroad tracks as a train is approaching, so it ICly proves to Alice how dependable he is. Neither Alice's character nor Alice's player is very interested in it, so she just lets the train grind Bob's character into a nasty stain. Alice had no need to +warn Bob. Sorry, Bob.

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