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This page is provided for convenience. It should generally match the in-game +policy command, but if they differ, then +policy takes precedence. (Feel free to update this page to match +policy, or ask staff to do so.)



Make Alts. Don't abuse alts.

Alt Rules:

  • Keep the knowledge and experiences of each character separate. If you must, maintain a notes file or notebook for each character to keep track of what each knows. This is a good practice outside of alts to keep track of what you know vs what your character knows.
  • Don't have alts in the same scene. If you find two of your characters in the same location, move one out.

Alt Guidelines:

  • Don't dilute yourself. Make only as many alts as you can manage.
  • Talk to staff if you want to have alts in same or opposing factions.
  • Keep the same SEMAIL across alts so Staff can more easily tell who's who.

Antagonist PCs

This policy pertains to factions that are generally more antagonist/dark/evil compared to others for that race:

  • Vampire - Sabbat
  • Shifter - Wyrm
  • Mage - Nephandi, and to a lesser extent Technocracy
  • Changeling - Shadow Court, and to a lesser extent Unseelie
  • Demon - Ravener

Members of these factions are especially urged to bear the following in mind:

  • Be OOCly polite.
  • Stick up for your rights. 'Polite' does not mean 'doormat'.
  • My squick is not your squick. Consider warning others up front and giving them a chance to avoid or at least FTB uncomfortable situations. Should you find yourself in an uncomfortable situation, explain and remove yourself ASAP.
  • Be familiar with risk policy and PTMD.

Antagonists (and in fact any PC) may pass themselves off as something else, including false entries on +roster etc. (with a staff-approved +note documenting the real situation). This may well lead to risk escalation if ICly discovered.

The Technocracy's mission statement (Precepts of Damian) has six planks. 'Destroy Reality Deviants' is one of those planks, and stupid hardliners trying to interpret it as 'kill all of them at once' are not tolerated. Unless you attack a Technocrat or use powers in front of a mortal, they'll almost certainly leave you alone. If you attack worse creatures, they may even help.


When any number of people get together, there is always friction and disagreement. Sometimes the disagreeing parties cannot come to an agreement for any number of reasons. For these situations, a member of staff can act as an arbitrator to get things resolved in a fashion as mutually agreeable as possible.

Staff is here to help keep the game running smoothly, not to fulfill some need for power. Because of this, they will do their best not to show preferential treatment to any player or staffer, they will work toward what they believe will best benefit the game as a whole, and they will maintain confidentiality as requested.

If any player or staffer has an issue with another player or staffer and feels that it can't be worked out directly, then staff should be contacted via +request. If the issue is with a staffer, then another staffer should be contacted via @mail instead.

See Also: Policies


City of Hope is a game of stories.

Our Mission Statement lays out how we work to create a suitable environment. Beyond that staff tries to stay out of the way; storytelling is the domain of the players, mediation is the domain of staff. We feel that when staff drives a realm of RP, the resulting stories tend to serve the staffer.

Game mechanics are present to facilitate storytelling but are subordinate to storytelling. The focus should be on the experience, not the outcome. Players are expected to coordinate out of character to establish the direction of a story. Game mechanics introduce detours and the chance of failure. Conflict and competition between characters is the necessary spice of the story. Conflict and competition between players is ultimately counterproductive.

We open our doors to anyone who can abide by our policies. Our chief concern is the ongoing suitability of the environment for storytelling. We do our best to keep that as the focus of our decision making: from individual player requests to the creation and audit of policies. We are human and thus are prone to error, inconsistency, and short-sightedness. We offer players patience and the benefit of the doubt and request the same.

In choosing to emphasize some aspects of a MUSH we must downplay or reject others. Each choice we make requires a sacrifice, making this game a great fit for some and unpalatable to others. We strive to provide a game where reasonable objectives are achievable. This favors goal-oriented, motivated players willing to build the world around them. Proactive players will find that their opportunities equal the effort they put into their respective spheres and RP at large.


Some people don't get along and are unlikely to do so in the future. Regardless of why, it's reasonable to OOCly ask that another PC avoid RPing with you and vice versa. The game is big enough that you should both be able to find others to RP with.

  • This can be lifted by mutual agreement.
  • This only applies to IC, however you can also ask that they not contact you OOCly (+policy harassment).
  • You should specify whether this extends to all alts (to the extent that they're known) or only certain ones.
  • This only applies to direct RP. It does not prohibit them from RPing about you with others, nor from getting involved in IC events that you're also involved in.
  • If you encounter them by accident (e.g. you go to a public hangout and didn't realize they were already there), both PCs should do their best to resolve things ASAP. It may be sufficient to stay in different parts of the room and stick to interacting with different PCs.
  • Willful violation counts as a violation of harassment policy and will be dealt with accordingly.


It is occasionally appropriate to remove a player from the game and prevent them from connecting and participating. Harassment and cheating are clear examples. For a ban to be appropriate the following criteria must both apply:

  • The player (not the character) must be detrimental to the game
  • The player (not the character) is very unlikely to behave differently in the future

The decision to be made is always whether or not the player will be a detriment in the future and it is almost always a judgement call; rarely something that can be decided using a set of simple criteria. A "3 Strikes" system allows a bad-intentioned player to get away with it twice and cuts off a well-intentioned player who's trying to do the right thing but makes mistakes.

Some things that are ineffective at improving the situation:

  • Penalizing a character: taking away XP, stats, build projects, etc
  • Shaming/belittling the player:
  • Restricting the player/character's RP

When a player is being actively hostile to another player or staff they may be removed from the game for 72 hours. This is intended to stop the hostility in progress and demonstrate that staff are willing to act on it. Before such a temporary ban is enacted, the player must be advised by staff to stop but player persists anyway.

When a player is banned permanently, staff must make a +bbpost with a list of the affected characters and a brief, discrete synopsis of the reason for the ban. The list of characters is intended to let players know that those characters won't be returning and any RP hooks that depended on them should be resolved. Disclosing the reason is intended to provide a level of public oversight. This synopsis should not provide great detail for the purposes of privacy. Also for the sake of privacy, the post should not be made until four days have elapsed; staff will make mistakes and disclosing someone's alts unnecessarily is serious error.

A temporary ban is never to be publicly disclosed. Losing one's cool is human and not something that warrants permanent stigma.

When a player is banned over a specific encounter, temporarily or permanently, the player is entitled to have a log of the specific incident delivered to them within 24 hours. When a ban is administered based on a pattern of behavior it may not be feasible to provide a single log or a representative body of logs in this fashion. In such cases it becomes a function of best-effort.

CA Laws

The state of California has several laws that may be different from other states within the U.S. because of this we here at City of Hope have listed some of the more basic laws that will affect the world /IC/. Take note that this is a World of Darkness and just because the laws are in place does not necessarily mean that they will be strictly enforced in all areas or even obeyed by all people. This is a dark, Gothic punk world and these are dark times. Bad things can and will happen. No player or staff member is expected to adhere to these /IC/ laws, /OOC/ rules, laws and policies is a completely different matter and all players and staff are expected to adhere to such. As a side note, some of the /IC/ laws listed below have been modified to reflect the World of Darkness based theme for California state.

  • The legal driving age in California is 16.
  • The legal age of sexual consent is 18.
  • The legal adult age in California is 18.
  • The legal drinking age in California is 21.
  • The legal gambling age in California is 18.
  • The legal age to buy cigarettes/cigars in California is 18.
  • The legal age to start work in California is 16.

Common Sense

Staff are strongly encouraged to treat each character as if they have a version of the merit Common Sense. If a staffer sees a player about to do something that defies common sense thinking, they are encouraged to advise the player that whatever the character is about to do is a bad idea. Players are in no way obligated to follow "Common Sense" advice from staff. However, if the player elects not to follow the advice and the consequences are dire, the staffer is less likely to be sympathetic. Players are encouraged to ignore "Common Sense" advice if it would not be appropriate for their character's concept, mental state, or other circumstances.

Staff are not obligated to give out "Common Sense" advice. Staffers may forget, not realize the situation, or simply not feel like it. Conversely, staff is prohibited from encouraging bad decisions. Staff is not responsible for a character making good or bad decisions.


Communication is critical for any socially-oriented game.

  • Out of character communication must be civil.
  • Communication must not include arguments ad hominem: Attacking an opponent's motives or character rather than the policy or position they maintain.
  • Offensive discussion should be moved from shared channels upon request, with the exception of the Random channel, and channels specifically designed for a certain type of potentially offensive discussion (e.g. NC-17, Debate).

Concealed Carry

Concealed carry permits for firearms are issued at the discretion of the sheriff's department. "Good cause" is required.

  • "I might need it for self-defense" is insufficient.
  • "I routinely transport cash from my business to the bank" is insufficient. Random muggings/hijackings happen. You could hire an armored car instead.
  • "I was assaulted" is insufficient. Random assaults happen.
  • "I reasonably expect a specific person to assault me specifically" is generally sufficient.


See Risk

Cross-Sphere RP

This policy pertains to RP where PCs from multiple 'spheres' (game lines: VtM, WtA, etc.) interact in some supernaturally significant way, e.g. apping a mage kinfolk, ghouling a kinfolk, sharing intel on a mutual threat.

This is allowed, but not necessarily recommended. This may lead to IC discovery by other PCs and ICA=ICC, including risk escalation. Some pairings are much more likely to be friendly than others (but they might still end up at odds someday). It's possible that your thing will escape the IC notice and/or reaction of others, but you're not entitled to that. It may be worth creating an alt in order to avoid such complications.

The Masquerade, Veil, etc. apply not only to mortals (to avoid skilled hunters or just overwhelmingly large mobs), but also to other supernaturals. This is usually more pragmatic and situational, but it's still a thing:

  • Do you really need to reveal that detail to them?
  • Do they know/suspect/assume it anyway? (But still, do you really need to confirm it for them?)
  • Is it likely to do us more harm than good, compared to not revealing it?

Game mechanics differences/oddities:

  • In general, mutual OOC agreement is fine (+policy hand waving). If that doesn't work out, then ask staff, who may cite or create a house rule or just make a spot ruling.
  • For combat, suggested guidelines are available at Combat

See also: Antagonists (Garou view Camarilla as antagonists, etc.)


Staff on City of Hope feel that rules and consistency are important for balance in a game, however they shouldn't always get in the way of fun RP. When the most enjoyable outcome may be inconsistent with rules, theme, or storyline hand waving may be in order.

With hand waving players agree amongst themselves how a situation gets resolved without worrying about all the details. For example, two characters get into a fight. Neither is trying to seriously injure the other. They can decide for themselves who will win; they can reduce the combat to just a few dice rolls; or they can just rp the scene out, and agree upon an outcome. As long as everyone agrees the details aren't important.

Another common example is where the content of a scene is unpalatable to one or more participants. While everyone might consent to the situation and an inevitable outcome, the subject matter may be unenjoyable to play out. This is commonly called Fade To Black (FTB). No one should be forced to RP out a scene that everyone agrees is tedious or makes one of the players uncomfortable. In these situations, players are encouraged to discuss the scene out of character and come to an agreement, without having to RP it out.

While encouraged, hand waving has its limits. First and foremost, hand waving requires that all the participants agree. If agreement isn't met, a scene should be run according to rules, setting, and theme. If players can't agree on that they should seek Arbitration. Second, hand waving should never give any player an advantage that lasts longer than the scene or affects characters that weren't present. Lastly, hand waving can't be used to permanently alter the overarching story or setting; hand waving can't kill the NPC mayor or blow up the police station.

See Also: Arbitration


This defines 'harassment' in the sense of 'staff will take formal action when made aware of it'.

For private communication to be considered harassment, all three of the following criteria must be met:

  • The recipient previously asked the sender to not contact them in that way
  • The communication is unsolicited
  • The communication is ongoing

For public communication (channels, +bb, etc) to be considered harassment, both of the following criteria must be met:

  • The communication must be clearly regarding a specific player
  • The communication must be clearly derogatory

The following are a few examples not considered harassment. They are bad behavior, and staff does not approve of them, but reacting to them at this stage is left up to the discretion of other individual players.

  • Dick insults Ruth directly. Dick is being a jerk. Ruth should avoid associating with Dick in the future and if the insults persist, Ruth should request that Dick not contact her in the future. If Dick continues, it becomes harassment.
  • Dick insults Ruth in private conversation with Whitney. Dick is being a jerk. Ruth and Whitney should probably avoid associating with Dick in the future. Dick is alienating other players and cutting off his own RP.

Harassment is taken very seriously on City of Hope MUSH. In cases of clear harassment, the perpetrator is likely to receive severe punishment.


Idling on grid is not a crime!

Players are given XP periodically just for being IC. We determine IC and OOC by your location: if you're on the grid, you're IC, if you're off the grid, you're OOC. The names of OOC Rooms are all colored a luxurious purple to be easy to recognize.

A common concern is that a player is on grid to soak up XP and not to RP. While this does happen, we prefer to trust players by default.

Here are our IC idling guidelines:

  • Being IC to wait for RP with specific people is fine, in public or private places.
  • If you're waiting for RP but not with specific people we prefer you hang out in public but don't require it.

We also offer an OOC Tavern called Poser's which features private OOC rooms where players can idle as long as they wish, although NO RP is to be allowed there.


Here at City of Hope MUSH we realize that players and staff will often need some time away from the game due to RL issues. Players should try to supply an IC reason for such an absence. If one isn't provided, other players should make assumptions as specified in '+policy time'.

To reduce database clutter and free up names, inactive PCs may be deleted according to the following criteria:

Unstarted PCs

A PC is considered unstarted if it has not logged in for at least 14 days and does not have a Race set on its +sheet. Unstarted PCs are @destroyed outright.

Unfinished PCs

A PC is considered unfinished if it started the character creation process (got Race set on +sheet), but has not logged in for at least 90 days, has not set any attributes, and has not been approved. Unfinished PCs are @destroyed outright.

Unapproved PCs

A PC is considered unapproved if it has at one time been approved for RP but that approval has since been removed. This may represent retirement or a player being removed from the game. Unapproved PCs that haven't logged in for at least 90 days may be @decompiled, archived, and @destroyed, but can generally be reconstructed from a backup on request.

Inactive PCs

A PC is considered inactive if it is currently approved but has not logged in for at least 90 days. Inactive PCs may lose properties leased through +rent, but no objects they own are taken, transferred or @destroyed. Their objects may be moved off-grid. Inactive PCs may be moved to a room called The Fridge but may leave at any time when they return.

Abandoned PCs

A PC is considered abandoned if it is currently approved but has not logged in for at least 180 days. Abandoned PCs may have properties taken off grid, transferred, or @destroyed but only on a case-by-case basis. Abandoned PCs are periodically mass-unapproved, with a +note that they should be re-approved on request.


None of the above criteria apply to characters set on vacation. A vacation may be declared for up to 90 days (+help +vacation) and may be renewed indefinitely.

See Also: Unapproved, Time, +help +vacation

Job Handling

City of Hope MUSH uses the Anomaly Jobs system to track staff to-do items. +request, +xpreq, and various other commands all feed into this system.

Progress Meanings:

  • NEW - Unknown amount of work
  • 25% - Some work done, a lot left
  • 50% - About half done
  • 75% - Most done, a little bit left
  • HOLD - Not actionable until later
  • DISCUSS - Staff need to discuss it with each other

Escalations Meanings:

  • GREEN - Not urgent
  • YELLOW - Should be done before most greens
  • RED - Should be done before most yellows
  • White/Unset - WhoopingCrane needs to fix the bucket/request command


  • When a job is assigned to a specific staffer, that staffer has accepted responsibility for that job. No other staff are required to look at it. Unassigned jobs are open to anyone responsible for that bucket.

Due Dates:

  • Due dates are intended as reminders. They're not a guarantee or deadline. If a job (such as a Query) has a specific deadline, it will be mentioned in the main text of the job itself.


Here on City of Hope we do not require learning times for xp spends. Staff feels that if a player earns the experience then they should be able to spend it where and how they like within the confines of the rules of the game.

Mission Statement

These are the principles that we think a game should be based on. These ideas are the basis for our rules and policies. These ideas tell us whether or not a change goes against the spirit of the Mush.

  • To protect everyone, staff and players will have rules that they will have to abide by.
  • Staff and players should be treated as equals and with respect.
  • Staff and players should be fair and impartial in all aspects of the game.
  • A staff member's or player's personal life is not the business of the Mush.
  • Standards should be in place to ensure effective communication for players and staff.
  • The game should create an environment that is friendly to all.
  • Staffers should be competent in the areas they are assigned to.
  • Staffers need to contribute to an effective presence in their area of responsibility.
  • Staffers should put equal effort into every player they are responsible for.
  • Between staffers, professionalism takes precedence over friendship.
  • No player should give or receive an advantage that they did not acquire through role play.
  • Players have the right to refuse to be a part of a storyline that they didn't involve themselves in.
  • By choosing to take part in a storyline, players accept some responsibility for that storyline.
  • Chargen should be thorough, but easy and swift.
  • Nothing well justified should be rejected for a character.
  • It should be easy for players to find role play.
  • Experience should be awarded for experiences, not just successes.
  • Documentation should be informative, up to date, easy to follow and easy to find.
  • Code should fill the requirements of the game.
  • Code should be well documented and easy to use.
  • The grid should be attractive and conducive to role play.
  • Decisions should be transparent. Where it doesn't violate personal privacy or storyline, staff are required to explain decisions to players and other staff when asked, and players are required to explain their decisions to staff when asked. Players are never required to explain their decisions to other players.

NPC Play

For the purposes of PRPs and small, player-run scenes, players can fill NPC slots with the following criteria:

  • The player must OOCly use an approved PC to represent the NPC.
  • The NPC must be an actual NPC. They cannot represent an approved PC.
  • A player must be invited to NPC a scene. They cannot don an NPC role and enter a scene without the permission of those present.
  • The player must temporarily stick 'NPC' in their name somewhere.
  • The NPC player must be given direction about the role they're expected to play.
  • The NPC player may vote/nominate and is eligible to receive the same. They're contributing to the story!
  • Players may NPC as a wraith's shadow! YAY eternal torment!

Some NPC leaders may also have dedicated logins:

  • May be played by staff, or by PC leaders with staff approval.
  • Must be invited to appear in a scene.
  • Must be identified as a NPC in +finger.

See Also: PRPs

PC Leadership

Factions, sub-factions (e.g. packs) and other IC social groups need leadership. While staff needs to exert some amount of control, they don't have the capacity to drive all the appropriate NPCs. Even if they did, doing so would prevent great players from having the opportunity to shine.

Responsibility and authority can be bestowed upon someone, but leadership is a skill set which an individual must develop within themselves.

Leadership is:

  • Organizing your group around a collective goal.
  • Setting an example of excellence within your organization.
  • Motivating members of your group toward your collective goal.
  • Providing the support your members need to accomplish the collective goal.
  • Understanding and engaging the strengths of your group's members.
  • Inspiring your group to follow your lead.

Leadership is not:

  • Telling people what to do.
  • Having the final say.

To achieve and retain an IC position, both the player and the character should display leadership:

  • The player should do their best to initiate RP for the entire group, not just a subset of it.
    • Other players who can't show up at a certain time should be offered things they can do separately.
    • Individuals may be restricted in their opportunities if there's a sensible IC reason, e.g. if they have a history of serious IC mistakes.
  • The character should demonstrate leadership qualities within the group that would cause those already in power to take notice.
    • If no clear power structure exists, then consider the group as a whole.

It's completely reasonable for a self-serving evil scumbag character to be a fantastic leader. If you make characters genuinely motivated to work for you and cause great RP to happen, your leadership will be self-evident.

Being a good leader is very challenging and very rewarding. Staff is available to act as a mentor to anyone who wants to develop their leadership but isn't sure how.

Sphere NPCs

While most spheres have NPCs written up in news, those NPCs are not intended for interaction with players. This has several implications.

  • It means that staff don't have to allocate time to RPing those NPCs.
  • It means that staff aren't directing RP within the sphere.
  • It keeps the power out of the hands of tyrants.
  • It ensures that PCs are prominent within a sphere by their own merit, not arbitrarily.
  • It means players have to assume that those sphere NPCs are doing the right things and it requires players to perform a certain amount of hand-waving for the sphere to work.

Police Gear

  • Police officers are routinely issued Kevlar vests (+equip/types 36), batons (+equip/types 19), and one or more firearms (+equip/types firearm). These are marked as property of the police department. Ballistics are on file for the firearms. The officer is required to account for any shots fired, and may acquire ammunition at the station.
  • Police officers are routinely issued pepper spray, handcuffs, their badge, a basic crime scene kit, a portable siren light, and a radio. These do not need +equip entries unless customized.
  • Rifles and shotguns may be kept in the trunk of patrol vehicles. They are not routinely issued to detectives.
  • Full automatics (SMGs and assault rifles) are kept at the department at all times, except when assigned to the officer for special duty purposes such as SWAT.
  • +equip entries for personal weapons/armor should be documented as such.

PrPs (Player-Run Plots)

PRPs allow players to act as storytellers in a limited capacity. running scenes and stories hopefully without the need for staff intervention. Players running PRPs can incorporate NPCs to drive the story and get people involved in ways they might not normally be involved.


  • If you're planning a PrP that is self-contained, involving no NPCs that exist outside the PRP, making no changes to the world outside the PRP, it is automatically approved.
  • You'll need staff approval if you intend to run a PRP that:
  • Permanently affects the world, setting, or theme;
  • Utilizes sphere or key thematic NPCs (the Prince, the Hive Alpha, the mayor, established mob boss);
  • Overrides player risk levels;
  • Offers rewards to participants aside from +votes along the way.


  • Communication is your friend. Ensure your participants know what to expect from the PRP (combat time vs heavy social time vs light social time). IC surprises tend to be fun, OOC surprises tend to be less fun.
  • Planning is your second friend. You should have a rough idea of where the PRP is going and a rough idea of how players will get there.
  • But be flexible! Players will certainly deviate from what you think they'll do. Adapt and keep moving. If the players deviate but it's fun, consider whether or not you have room for a tangent.
  • Know how many slots you have available and what roles might be beneficial
  • Expect that some participants will have to leave before it's finished, and others might join partway through.
  • Ensure you understand the theme and mechanics of a given sphere before involving it.
  • To keep things manageable, plan for five or fewer participants.
  • Remember: you're volunteering to do this. If a participant is disrupting the PRP, remove them. If you are participating in someone else's PRP and you find that it's not a good fit for you, respectfully tell the PRP ST and remove yourself.
  • Log everything. Having the log of what's happened so far can help in many unexpected ways.

(Probably Bad) PRP Ideas:

  • Bone Gnawer tribebook meets "The Hangover"
  • Eddie the Snitch has to go
  • Strange things are afoot at the 7-11
  • Why is this alley full of Iteration X transvestites?

See Also: Risk System NPC Play


City of Hope MUSH may need to add, change, or remove policies from the game. These changes will not be made without serious thought about how the change will affect players. There are no grandfather clauses for policies.

See Also: Rules Changes, Precedents


Power Posing

Power posing is posing the actions of others without their OOC consent. Because this is a form of one player forcing their will on another, we do not accept power posing.

Meta Posing

Meta posing is posing information about your character that other characters might not be able to perceive, such as emotional state, or memories. Some frown on meta posing because they feel that they should only see what their character sees. Some celebrate meta posing because it allows others the chance to decide what their character picks up on without the need for roll after roll. Because of the varied opinions on meta posing and because the extra information can just be ignored, we neither endorse nor discourage meta posing.


We at City of Hope MUSH respect the privacy of players and staff. We feel that having the personal security of knowing that you're not being eavesdropped on helps create a more comfortable environment. For this reason, only wizards have the ability to go dark. The only wizard on City of Hope MUSH is WhoopingCrane.

City of Hope MUSH is run on a hosted server/network with local access only available to WhoopingCrane and the hosting provider. Any records obtained via local access (e.g. packet capture) are to be used only to troubleshoot technical problems with the game, verify issues of harassment, and identify instances of cheating. In the past, such data has been used to verify harassment, troubleshoot an issue with +vote, and investigate suspected spoofed command output. Also note: the person hosting any game can see your password. DON'T REUSE YOUR PASSWORDS!

The use of the DARK flag by wizards will be at the consent of those being monitored unless there is evidence of OOC harassment or abuse. Packet capture will only be employed for serious incidents.

These limitations of monitoring capability grant players quite a bit of freedom. It is common practice on many games for staff to go DARK to avoid contact with players. We do not allow this, so in exchange for the extra privacy, players are expected to honor a staff member's Off-Duty status. Individual staff members may declare things like "I'm page-friendly regardless", but this is left to their individual discretion.

Also, use of the Unfindable flag is not restricted for players. Players are welcome to use the Unfindable flag as they see fit. Staff can still see the location of Unfindable players.

PTMD (Post-Traumatic MU* Disorder)

You're sitting in your haven, watching Monday Night Football in your underwear. The doorbell rings, so you go answer it. The visitor sees your face and then a flash of light from a suicide vest levels your house and turns you to ash.

  • Someone knew where you lived.
  • They didn't like your shoe color.
  • They had Demolitions eleventy.
  • They mind-raped some poor transient to pay you a visit.

You're sitting in your pack den, watching Monday Night Football in your underwear. All of a sudden your Coors Lite seeps into your hand, turning it to silver. And then your forearm, arm, and body. You fall over writhing in agony until dead.

  • You called the brooding Euthanatos a caern-raping namer.
  • They knew where you lived.
  • They used Mage Spheres of whatever to turn you to silver.

You're sitting in the Elysium, watching Monday Night Football in your Elizabethan froppery. All of a sudden, a stream of shovelheads rush through the door with murder in their eyes and Molotovs in their hands. They burn everything and everyone to the ground, crying out to some false Vampire God who shares its name with an obscure French cheese.

  • The Sabbat found out where the Elysium was.
  • The Cam PCs didn't foresee a flood of suicide firebombers.

The above situations are all plausible things that could happen between PCs by some interpretation of the books. We do not let these sorts of things happen here. We firmly believe that players should not have to live in fear and attempt to prepare for every possible scenario in which they could get screwed. For some players that element adds danger and excitement. We choose to be story-focused and find these situations to be antithetical to good story.

I bring this up because some players regularly submit requests for things that they feel they need to protect themselves and their allies from PC-driven disaster. If you feel that there's an extreme threat scenario that you have to deal with, come talk to us about the threat instead. No NORAD-level bunker, magical wards, or standing army can protect your character better than we can. No level of walls or magic can make you feel safer than knowing what the boundaries between PCs are.

I leave you with an incomplete list of examples of things that will justify a PC being killed:

  • Switching to the opposing faction
  • Becoming combative in the opposing faction's official headquarters
  • Making an attempt on the life of another PC or their close PC allies
  • Making an attempt to destroy another PC's business or home

What will make staff kill a PC out of the blue? Nothing. If a player abides by policies and plays in-theme, we stay out of the way. In the event that policy or theme are being violated, it is not the character but the player that will be addressed.

Restricting RP

No player or character may forcibly prevent another player or character from RPing with a third player or character.

The purpose of our game is RP, so preventing RP defeats our purpose. No player may act to forcibly inhibit another player's RP with a third player. The relationship between the characters is not relevant, even in relationships with established dominance: Shifter/Kin, Vampire/Ghoul, Demon/Thrall, etc. This limits IC methods (e.g. Dominate with a command of "avoid that person") as well as OOC (whatever that might include). Players are welcome to negotiate restrictions between each other (e.g. "I'm okay with being Dominated to avoid them" or simply "I'm okay with being convinced to avoid them"), but this is non-binding. Everyone is entitled to the freedom to find RP where and when it is available.

The spirit of the policy is that inhibiting another player's RP is unacceptable. Players must respect the freedoms and boundaries of other players. This should not be confused with sensible IC repercussions; consorting with the opposing faction or a widely-accepted enemy group (e.g. infernalists) may be a crime or carry significant negative social implications. If you're an Anarch, then you can certainly advise another Anarch to stay away from Camarilla or Sabbat members, mages, shifters, whatever-- but the other Anarch can choose not to take your advice.

Combat at risk 2 or higher can result in imprisonment (per +policy risk 2) and isn't related to the above. However, if a player finds their character imprisoned for this reason, they should consider setting themselves to lower risk in the presence of the imprisoning player after the imprisonment is over.


If you plan to stop playing a character, please +request that it be retired. This may happen for a number of reasons:

  • Real Life has reduced your time available to play.
  • The character is painted into a corner by events, or by the absence of others.
  • The concept turned out to be less interesting than originally expected.

Explicitly retiring a character is helpful to others, as it lets them know that the character is gone and they should work out how to move on. If you have any alts, it can also benefit one of them (+policy XP transfer).

Characters who haven't logged in for six months are periodically retired en masse.

Bringing back a retired character:

  • Generally allowed, just have an idea of what they were ICly doing during the retirement period.
  • If they were facing ICA=ICC, they still are (unless circumstances later changed in their favor).
  • If they were declared dead, it may be retconned with staff approval.
  • Retired characters are periodically auto-purged from the database. Data can generally be reconstructed from backups on request. Alternatively, you can just reconstruct yourself with chargen-level stats.


See Risk

Rules Changes

Although City of Hope MUSH intends to follow White Wolf canon, in some few instances we may feel that a particular rule or storyline aspect does not fit with the rest of the World of Darkness. To make things fit together better, we will make changes to the rules, setting, or storyline. These changes are listed in the +rules system, and when a rules change is made, it will be announced on the Public Policies bulletin board. When a rule change is made, there is no Grandfather Clause unless it is stated in the +rule system.

See Also: Precedents


This game, its website, and other services all rely on the servers on which they are run. Bringing weaknesses in any aspect of this system to staff's attention will be rewarded. Any attempts to subvert this system will be dealt with swiftly and possibly without warning.

Attempts to subvert this system include but are not limited to:

  • Use of soft code to gain information that should be gained ICly, use of soft code to gain privileges not administratively granted, use of soft code to disrupt the activity of the MUSH
  • Use of known or predicted vulnerabilities in TinyMUX, Apache, or other software in use on these systems or on the website.
  • Denial of Service attacks, distributed or otherwise, including but not limited to: traffic flooding, SYN flooding, RST attacks, fragmented packet attacks (Teardrop, etc), email flooding, and activity intended to consume excessive CPU time, memory, bandwidth, or storage
  • Forging of IP datagrams, email, instant messages, web posts, or other traffic such that it appears to come from this network
  • Other activities deemed disruptive to our network and systems.

Corrective action for these activities varies in accordance with the severity of the actions and can range from a simple warning to blocking at the firewall and contact with the offender's ISP.

In summary, do not attack us.

Substitute NPC

Consider the following situation, which has actually happened at least a couple of times:

  • Alice ICly does some nefarious thing.
  • Bob ICly finds some evidence and starts investigating.
  • It turns out that Alice had ICly concealed that evidence, but the documentation of her doing so was overlooked or whatever.
  • Alice's successful concealment should be honored, but we don't want to retcon Bob's RP completely out of existence if we don't have to.

In this situation, it's acceptable to handwave the existence of a similar NPC doing a similar thing at a similar place (but inadvertently leaving some evidence), then retcon that Bob was investigating them instead.

Note that Alice cannot unilaterally handwave this (e.g. because she actually did leave evidence behind but doesn't want to deal with ICA=ICC). It requires mutual agreement or staff approval.

The PC

When someone makes a PC character that character in definition has a mind, body and spirit of it's own, it's very own identity, and hopefully remains three-dimensional in personality. The player character is a special character differentiated in the game from NPC's because the /player/ has control over themselves rather than the staffers and are unique in their own ways whereas NPC's tend to be driven towards a direct goal for a plot line on behalf of a Storyteller.

Therefore it is NOT necessary to follow the status quo when making a PC and here on City of Hope. We look forward to those players that seek out individuality and uniqueness in their character, though also, we do not mind those who wish to stick to stereotypes: these can still be fun to play. It is against MU policy for anyone on City of Hope to hinder a player for OOC reasons, such as one's feelings about another's concept.


Time Ratio

Some MU*s utilize compressed time, where time happens faster on the MU than in real life. Some MU*s utilize expanded time, where time happens slower on the MU than in real life. City of Hope MUSH does not utilize time compression or expansion: it runs in real time. We feel that whatever time ratio we choose, it will never match the pace that people RP at. We chose real time because, if we can't make time run at the same pace as RP, we'll at least make it easy to schedule things.

Away Time

There is no correct assumption about what a character has been doing while the player was away from the game. If someone does not log into the game for a week, it doesn't mean they've gone missing, it just means you haven't run into them. The safest assumption is that they've been busy, but everything is normal. This includes server outages. If the server is down for three hours, when it comes back up, game time is three hours later.

Vacation (Inactive PCs)

Here at City of Hope we realize that players and Staff will often have RL issues come up in which they will need some time away from the MU. Should a player need to take an OOC absence they should try to supply an IC reason for the absence. If one isn't provided, other players should make assumptions as specified in the 'Time' policy.

To help avoid cluttering in the database and the grid, approved characters that have not logged on to the game for three months will be put into the Fridge where if they log on again before another three months they can access the grid again without staff help. Approved characters that have not logged on for a total of six months will be put into the Freezer where they will still be able to log on but will need staff assistance to get out and back on to the grid for further RP.

See Also: Unapproved Time

Village Idiot PCs

This policy pertains to PCs who do ICly dumb things (due to statted flaws, IC or OOC bad grasp of tactics/strategy, or any other reason).

This is allowed, but not necessarily recommended. This may lead to ICA=ICC, risk escalation and/or avoidance. This may also lead to ICC for other PCs in your faction or otherwise theoretically on your IC side, who may attempt pre-emptive measures to prevent you from dragging them down with you.

If you have a flaw, then you need to RP it. But you can choose to not take that flaw during chargen, or buy it off with XP (if it makes IC sense for it to go away).

If you're ICly or OOCly unfamiliar with your race or faction, then you can ask others to help you learn. But they're not obligated to spend their time and effort spoon-feeding you on-camera. You should have access to at least your game line's main rulebook, and even if you don't have that, you can at least read the quickstart PDF as well as the White Wolf wiki. Lack of Lore (+rules lores) is not a defense, as the first dot is intentionally free of cost, time limit, or other restriction in all circumstances. You may want to consider choosing your faction accordingly, e.g. the Garou Nation is large and relatively unforgiving, while many sorcerers and psychics are completely individualistic.

If you ICly or OOCly ask before taking some action, then you will generally get credit for that, over and above acting without asking first. This includes OOCly asking staff, see '+policy common sense'.


Our wiki can be found at http://coh.spork.com/ and it's a great resource for players to share information.

It's important to note that the wiki is a player-maintained resource and has little to no staff oversight.

The canonical sources for policy and rules information are +policy and +rules respectively.

The canonical sources for chargen information are MTPDATW Chargen and the Sphere Information Room.

XP Transfer

There is no specific criteria for transfering XP from one character to another. The risk system allows players to control their own fate so PC death doesn't automatically imply compensation. In small amounts and limited cases, XP might be transfered from a character that is being permanently retired to another, established character. Any situations in which a transfer of XP may be appropriate are evaluated on a case-by-case basis. This includes Demon death, even when the demon will be transferred to a new host.

The exception to this policy is retiring a mortal. A player may, at any time, permanently retire a mortal character and have that character's lifetime XP transfered to a new supernatural character awaiting approval.

See Also: Risk System Risk Abuse