Gang Rulebook
Gang Rulebook
Rules specific to gang and criminal faction players in Vice City Roleplay. These apply in addition to the General Rulebook. All gang members must read both before engaging in criminal RP.
§1 — Gang Member Conduct
All gang members are held to the General Rulebook plus these additional standards.
1
Gang membership is earned IC only. You may not ask to join a gang through Discord or OOC channels. All recruitment must happen in character through organic roleplay.
2
Represent your faction responsibly. How you act reflects on your gang. Repeatedly breaking rules can result in your entire faction being reviewed or disbanded by staff.
3
Chain of command must be respected. Orders from your Boss, Underboss, or Capos are IC authority. Insubordination has IC consequences and is not an excuse for rule violations.
4
No random violence. Every act of violence committed by your gang must have an established IC motive — a grudge, a deal gone wrong, a territory dispute. Shooting random players is always RDM.
5
Cooperate with EMS. Even in the middle of a gang war, EMS players are neutral. Do not harm or detain EMS workers unless they are confirmed to be working against you IC.
§2 — Initiation & Combat Rules
These rules govern how gang violence and conflict must be conducted.
1
Verbal or visual initiation is required before any hostile action. You must make it clear to the other party that conflict is about to happen. Shooting from a distance with no warning is RDM.
2
Drive-bys require prior escalation. You cannot randomly drive past someone and open fire. There must be an established conflict, a declared gang war, or a direct IC threat that justifies the action.
3
Gang wars must be formally declared. Random ongoing aggression between two gangs without a declared war is not permitted. Contact the opposing gang leadership IC first.
4
Minimum 3 members required for any large-scale criminal operation (robberies, kidnappings, turf takeovers). Small-scale crime (mugging, drug deals) does not require a minimum.
5
No spawn camping. After eliminating opposing gang members, do not camp the area waiting for them to return. Give a 15-minute window before re-engaging in the same location.
6
Retaliation window is 2 hours. After a gang conflict ends, retaliation for that specific incident must occur within 2 in-game hours or the conflict is considered resolved and a new initiation is required.
§3 — Territory & Turf Rules
Territory control is a core part of gang RP. These rules keep it fair and immersive.
1
You may only claim territory your gang can actively hold. Claiming large areas of the map your gang never patrols or occupies is not valid.
2
Territory challenges must be announced IC. You cannot silently take over another gang's territory. There must be visible IC presence and ideally direct confrontation.
3
Neutral zones exist. Certain areas (hospitals, PD lobby, job zones) are neutral ground. No gang violence in neutral zones regardless of ongoing conflicts.
4
Drug spots and stash locations that are contested must be roleplayed over — not silently swapped. If another gang moves into your spot, engage them IC before flagging it to staff.
§4 — Criminal Operations
Rules governing specific criminal activities available to gang players.
1
Drug manufacturing and distribution must be roleplayed — not just a script interaction. There should be IC setup, supply chains, and visible operation before selling.
2
Heists and large robberies require a minimum of 3 participants. You must case the location IC before initiating. No walking in cold with no prior RP.
3
Kidnappings require valid IC motive (information, ransom, retaliation). You may not kidnap random civilians with no connection to your gang's operations. Kidnaps are limited to 45 minutes max.
4
No robbing the same player twice within a 2-hour window. Farming one player repeatedly is harassment.
5
Illegal weapons and contraband are subject to IC seizure by law enforcement. Do not cry OOC when your drugs or guns get taken — that is the consequence of the criminal lifestyle.
6
No using criminal operations as a cover for RDM. You cannot shoot someone, say it was a drug deal gone wrong, and call it valid RP. The RP must be established before the violence.
§5 — Hostage Rules
1
Hostages must be treated with minimum FearRP standards. They must comply if outnumbered and at gunpoint. If they comply, you may not execute them without cause.
2
Hostage negotiations with police must be roleplayed fully. You cannot take a hostage, immediately demand a helicopter, and shoot everyone. Negotiations must be in good faith.
3
You may not use the same hostage for multiple situations in the same session. One person, one scenario.
4
Executing a hostage requires a clear IC trigger — a negotiation failure, a broken deal, or a direct threat. You may not execute just because police didn't respond fast enough.
§6 — Gang Punishment Guidelines
1
RDM / VDM Temp Ban 24hr–7 days depending on severity and history.
2
Drive-by without prior escalation Warning → Temp Ban on repeat.
3
Gang war without declaration Warning issued to leadership. Continued violations result in faction review.
4
Kidnapping violations (random kidnap, overtime) Temp Ban 24–48 hours.
5
Repeated faction rule violations can result in the faction being disbanded by staff with no recovery of assets.