Guidelines to Structural Realism

Understandably, the rules that keep promoting “realism” within the game can cause some confusion and disagreement. To be concise, when we ask for realism, we ask for things that have been done on earth in the past, before about 1500AD. This applies to EVERYTHING you build on the server. If it hasn't been done before to some degree, we will question you about it, and if you fail to justify it, you'll have to correct it.

Here are some examples of what you need to be thinking about:

  • Crops. These require fertile (or at least suitable) soil, sufficient sunlight direct from above, and an open space for fresh air.
  • Masonry. Stone products. Large amounts of any type of stone require a quarry or similar source and detailed or elaborate stone structures require someone with stonemasonry skill.
  • Timber. Large amounts of any type of wood require a source such as a tree farm and possibly a lumberjack. Planks should be cut at a lumber mill and detailed wood should be carved by a wood carver.
  • Animals. They need exposure to direct sunlight, fresh air, and grass.
  • Minerals and ore. If you have shaft mines and you're finding ore and minerals, you had better have a character who is a proficient miner.
  • Metal. Metal items/blocks require someone with blacksmithing skills and a blacksmith at which to craft them. The stronger the items, the better/larger the smith should be.
  • Enchantments. Are your enchantments realistic enhancements or magic? The former requires a very good blacksmith and the latter requires some sort of temple or god-related place.
  • Potions. Any decent amount of potions require some kind of brewery and someone with the required knowledge.
  • Glass. Large amount of glass need a glassblower with a suitable workshop. A lot of glass only makes sense if you have a reliable source of sand.
  • Bricks. Brickmaking is a profession on its own. Anything made from clay needs a suitable workshop.

Breaching any of these guides will result in warnings/punishments.

Guidelines to Cultural Realism

If you are building anything of significant size (anything bigger than one house) you should consider the culture of your person/people. Those who live in vicinity of one another should adopt the same or very similar cultures.

  1. Choose up to five skills/aspects that your culture will excel at.
  2. Choose the same amount of skills/aspects that your culture will avoid and never use.

Anything you do/build in the game should be explainable through a roleplay point of view if an admin asks for an explanation.

Here is a list of powerful cultural attributes and roughly how much power it gives your culture. To get an idea of how balanced your culture is, add together the power of your strengths and then add together the power of your weaknesses. Weaknesses should be worth the same as or more than cultural strengths:

Skill Power
Horseback combat 2
Boats and ships 2
Mechanisms and redstone 2
Other enchanting 2
Underground building 2
Horses 2
Enchanted iron tools 2
Enchanted iron weapons 3
Wooden gates 3
Good brewing 3
Multistory building 4
Stone building 4
Swords 4
Bows 4
Iron armour 4
Diamond tools 5
Enchanted iron armour 5
Harmful brewing 6
Metal gates 6
Siege weapons 7
Diamond weapons 7
Enchanted diamond tools 8
Diamond armour 9
Enchanted bows 10
Enchanted diamond weapons 10
Enchanted diamond armour 14

Here is a list of some more average skills/aspects to give you ideas. Most of these, unless they're on the list above, are only worth 1 point of power:

  • Iron items
  • Diamond items
  • Stone
  • Wood
  • Detailed stone
  • Detailed wood
  • Animal farms
  • Crops
  • Brewing
  • Enchanting
  • Glass products
  • Clay products
  • Paper products
  • Horses
  • Archery
  • Swords
  • Multi-story buildings
  • Mechanisms (compass, clock, redstone, maps, etc)
  • Boats/ships
  • Armour

Note that the above items are flexible. For example, your culture could be against enchanting tools but embrace the enchantment of weapons, or you could be against violence altogether. Also note that your two lists should be equally balanced. Things like brewing, diamonds, and enchantments are very powerful, and no culture should have access to all three without giving themselves huge disadvantages.

Regarding the size of your culture, everybody uses the same formula to count population: 1 bed/bedroll is 5 pretend “citizens” in roleplay. A village with 10 beds total, for example, is a village of 50 in roleplay. Use this rough guide to populated areas:

Place Beds Pop
Hamlet 10 50
Small Village 30 150
Large Village 60 300
Small Town 100 500
Large Town 150 750
Small City 200 1000
Large City 400 2000

Guidelines to Burglary

Burglary must be done minimally and realistically and it counts as roleplay; don't mine your way through stone walls, don't dig randomly under floors, etc. The following are burglary rules.

  1. Don't take many valuable items; half their valuables is far too much.
  2. For common/invaluable items, don't take all of them.
  3. To break into a place, you may destroy glass/fences/leaves.
    1. A door made of blocks smaller than 3×3 not made of stone/metal can also be broken into.
  4. Don't touch paintings.
  5. Don't break walls/roofs.
  6. Don't dig up much of any floor material, and try to replace what you dig up.
  7. If you want to take furniture, embellishments, or decorations, only take a small amount and not anything that appears to be fixed in place.
  8. Don't take what you don't need, and what doesn't make sense to take in roleplay.
  9. Alteration of any other kind of block not on this list should be minimally and realistically done.
  10. To be allowed onto the server, type “red rum” at the end of your email application.
  11. Fire/lava/TNT is a big NO.
  12. Ladders should be no more than two blocks high.
  13. Whatever you do, try to do it away from populated areas where it looks like people might see you: homes, roads, walls, towers, barracks, camps, lights, construction sites, etc.

There are exemptions to these rules if you have permission from the owner(s) for the purpose of roleplay.