These are the rules that decide whether a scene feels real or feels like a shooting range.
2.1
No random deathmatch
Usually a warningHarming or killing another player without a reason your character actually has. The test isn't whether you felt justified — it's whether someone watching, knowing only what happened in-game, would agree the situation had credibly escalated to violence.
In serious roleplay, violence ends a story. It doesn't open one.
Not allowed
- A grudge, hitlist or arrangement that was never established in-game.
- Joining a firefight you were never part of, just to shoot.
- Someone ignored you, insulted you, or refused to talk.
- You assumed they were a threat before they did anything.
- A reason that only ever existed in your head.
Acceptable
- A confrontation that was witnessed and credibly escalated.
- Self-defence against an attack that already happened.
- A criminal scenario with a visible chain of events leading to it.
- An established conflict with history staff can actually see.
If you're unsure your reason clears the bar, it doesn't. Ask staff before, not after.
2.2
No vehicle deathmatch
Usually a warningUsing a vehicle as a weapon — ramming, running down or crushing players without a valid reason. It's RDM with a car.
Not allowed
- Mounting the pavement to run someone over.
- Ramming another player off the road for no reason.
- Driving into a group of people.
Drive the way a person would. If a situation is going to turn violent, it still needs proper initiation first.
2.3
No power driving
Usually a warningDriving in ways that remove other players' ability to react — the vehicle equivalent of powergaming.
Not allowed
- Impossible speeds through gaps no car would fit, to escape everything.
- Repeatedly bumping or flipping players with your vehicle.
- Manoeuvres no real driver or car could perform.
Treat your vehicle as if it has weight, limits and consequences. It does.
2.4
Initiation is required
Usually a warningBefore hostile action, the other player needs a fair warning they can respond to. Proper initiation has three parts: a drawn weapon, a clear demand, and a real consequence.
It gives them the chance to comply, run or fight — rather than dying with no idea why.
Not allowed
- Shooting with no warning.
- Typing your demand after you've already opened fire.
- A vague threat with no weapon and no actual demand.
Acceptable
- Weapon drawn, aimed, and a clear demand: 'Hands up or I shoot.' Now they can choose.
The other player should always know they're being initiated on before anything happens to them.
2.5
No metagaming
Usually a warningUsing information your character never learned in-game. Your character knows only what they personally saw, heard, or were told during roleplay.
Not allowed
- Seeing a location in Discord or on a stream, then driving straight there.
- Using someone's name from the player list before your character was told it.
- Acting in-character on something said in OOC chat.
If you know it as a player but your character doesn't, you don't know it.
2.6
No powergaming
Usually a warningForcing outcomes onto other players, or playing a character with no limits. You control what your character attempts — never what someone else's character suffers.
Not allowed
- '/me disarms him and knocks him out' — you decided their outcome for them.
- A character who never tires, never misses and can't be hurt.
- '/me handcuffs him' with no chance for them to respond.
Describe the attempt, then let them and the game decide the result. '/me attempts to grab his arm' — now there's a scene.
2.7
No revenge killing
Usually a temporary banOnce a situation has ended — you drove off, the fight finished, your character died — you can't return later to settle it. Action stays inside the situation it belongs to.
Otherwise one argument becomes a permanent feud and nothing ever resolves.
Not allowed
- Arguing with someone, driving away, then coming back minutes later to shoot them over it.
There's one exception: a genuine, developed, ongoing conflict between the same characters across the same life may eventually justify action. That takes real roleplay to build. It is never a shortcut to a shootout.
2.8
No toolbaiting
Usually a warningRoleplaying with a weapon or item you don't actually have equipped.
Not allowed
- '/me aims his pistol' while holding nothing.
- Faking a weapon to frighten someone into surrendering.
If you say you're pointing a gun, have the gun out.
2.9
New life rule
Usually a warningWhen your character dies they start a new life. They don't remember how they died, and they don't return to where it happened.
Without it, death means nothing — people simply run back to the fight that killed them.
Not allowed
- Returning to the scene of your death to rejoin the same fight.
- Naming or hunting the people who killed you after respawning.
A new life is a clean slate. The old situation is gone.
2.10
No fail roleplay
Usually a warningDoing things your character realistically couldn't. Project Evermont is built on realism.
Not allowed
- Surviving a serious fall and sprinting off unharmed.
- Driving into deep water and carrying on as normal.
- Ignoring injuries and acting completely fine.
Ask whether a real person could do it. If not, don't.
2.11
Fear roleplay
Usually a warningValue your character's life the way a real person would. With a gun on you, you comply.
Not allowed
- Drawing your own weapon while one is already aimed at you point-blank.
- Running or acting fearless while clearly outgunned.
- Ignoring a credible threat to your life.
If a real person would be frightened, your character is.
2.12
No spawn killing or team killing
Usually a temporary banSpawn killing is attacking players at a spawn point before they can react. Team killing is deliberately killing your own — which mainly applies to law enforcement.
Both take away a fair chance and destroy trust inside a department.
Accidental team damage in an active firefight is judged on context. Doing it on purpose is not.
2.13
No leaving or resetting to avoid arrest
Usually a temporary banDisconnecting or resetting your character during a pursuit, detainment or arrest. It counts whether you're boxed in, downed, cuffed, in custody, or waiting on EMS — the situation is live until an officer or staff member releases you.
It robs the officer of the entire scene they were building.
If you genuinely crash: reconnect within about ten minutes and return to the situation, or contact staff yourself. If you appeal claiming a crash, include a screenshot. A pattern of crashes during pursuits will not be accepted.