Faction & Group Rules

Faction Support System Introduction
Welcome to RDRP — where ambition, grit, and creativity fuel the frontier.
At RDRP, we empower players to create, grow, and lead immersive stories shaped by realism, effort, and organic roleplay. Every group, every faction, every legacy is earned through genuine involvement, not handed out through OOC favoritism or whitelists.
What is the Faction Support System?
At RDRP, we believe roleplay should be driven by players, not controlled by administrators. You are the authors of your own stories — and our Faction Support System is here to help you bring those stories to life.
No gatekeeping. No favoritism. If you have a vision grounded in realism, we’ll support you in building it.
Whether you're forming an outlaw gang, merchant company, settler group, or law-abiding society, you don’t need permission—only passion, a little elbow grease, and a faction thread that tracks your members and showcases your progress!
The only requirement: You must create a faction thread and maintain an up-to-date list of your members’ Discord usernames.
Our lore is built around a unique, fictional American frontier — not tied to any real-world location. This means our territories, governments, and organizations are original in either their creation, or meaning, offering players unmatched creative freedom without needing to conform to real-life cities or historic restrictions.
Freedom With Responsibility
While creativity is encouraged, it must be grounded in realism for 1899-esqe America. If your concept doesn’t quite fit, that’s okay — our team will work with you to adjust and align your vision with the server’s standards.
Your success won’t come from OOC connections or admin handouts. It will come from learning the systems, networking with other players, building alliances, and competing smartly.
Example: Rising to become the top outlaw gang will take time — mastering bootlegging, securing smuggling routes, gathering resources, and maneuvering through rival factions and law enforcement. No one hands you the crown. You take it through planning, politics, and persistence.
Example: Replicating the Pinkertons — Do not ask to be handed the heroic (yet controversial) title of a Pinkerton agency. Instead, build a team of private investigators and carry out the roleplay as if you were the founding team on day 1. You have free range to become a self proclaimed detective, however you will have to politic and earn your acknowledgement as a Pinkerton level group.
We have no patience for "admin clans" or OOC favoritism. Here, every group must compete, earn, and endure to thrive. We are not interested in your reasoning as to why you should be simply handed a concept in its mature state — We only see this as laziness and a tell-tell sign that you are not capable of producing that roleplay in its infancy.
Most of our senior leadership have built massive factions for over 2 decades - And the most notable ones did so organically. Trust, it is the most enjoyable way to do things, and makes things so much original!
Rome was not built over night - And it damn sure wasn't spawned in.
Core Faction & Group Rules
1. Freedom to Create
Players are free to start any faction, group, or business without prior approval, as long as the concept fits the American frontier and time period and they are "Introductionary".. You cannot start a law enforcement group, or an Oil Conglomerate on day one and expect us to provide you assets and money to do so. Everything must be obtained organically.
In essense.. EVERYONE starts their journey with the $200 in their pocket and BUILDS their concepts into viable and thriving functions of the server. We provide proper economic trees and progression to do that.
We’ll mentor those who struggle to ensure everyone has a fair shot at success.
2. Grounded in Realism
All factions must be realistic for 1899 America. Far-fetched concepts (e.g., fantasy magic clans or sci-fi bounty hunters) won't be allowed. Obviously.
3. Organic Growth
Factions must grow naturally by engaging in RDRP’s progression systems — businesses, illegal activities, trade networks, farming, product lines, resource gathering, etc. There are no shortcuts. Every advantage must be earned through real roleplay. We can facilitate ANY script addition or perks for a group/faction, however we expect you to show us why you earned it — Not write it in a whitelist application.
4. Engagement With Server Systems
Success comes from using the systems we've created — not just roleplaying in isolation. Building weapons, distilling spirits, producing goods — all require parts from multiple systems and collaboration with the communities and towns at large.
No one person can do it all alone. The best factions will build networks and economies to rise to power.
5. In-Character Consequences
Factions that grow powerful must expect IC consequences. If you build a criminal empire, law enforcement or rival factions will come after you.
Seizures: If you gain luxurious properties (like large ranches, steamships, etc.) through illegal means without properly laundering or hiding them, they may be seized during investigations.
Capital Punishment: If your group's first response to conflict is violence, be prepared for real consequences—including trials and executions.
We are a risk vs. reward server: You can make succeed easily through illegal schemes, but you can lose it all just as easily.
6. Respect for Lore
While our setting is unique, factions must respect the established lore and tone of the world — staying within the frontier theme of the late 19th century.
7. No Admin Bias
Admins do not pick winners and losers. Once again - We are an organic growth roleplay community. If you ever feel bias is affecting your faction, our open-door policy allows you to escalate concerns directly to @Banjo.
8. Respect Other Players
Conflict between factions is expected — but it must stay in-character. No OOC harassment, griefing, or toxicity.
Faction Wars
Faction "wars" must be approved by management.
Before any war is authorized, factions must attempt diplomacy — splitting territory, negotiating trade deals, or otherwise resolving the dispute.
If diplomacy fails, a "War Review" can take place once the details and buildup has been reviewed by management, approving the initiatian of "war".
War Rules:
Both sides submit a list of three ranking members (starting with the leader/Boss).
Character Kills (CKs) are on the table for ranking members if killed during war.
Terms for ending the war must be documented and agreed upon before hostilities begin.
War Ends When:
Two out of three ranking members from a faction have been CK’d, OR
The Boss is CK’d
Both parties agree to peace terms.
PLEASE NOTE. If a war is Commenced, the "Boss/leaders" will NOT be permitted to use alts for the duration of the war. Doing so will result in a CK due to disease as punishment.
Losing factions may face sanctions — loss of key properties, trade rights, or status within the server - as outlined by the dynamic of each war and loss of territory.
Final Thoughts
At RDRP, we don’t hand out crowns. We give you the world—and the tools—to build your own kingdom, forge your own legend, and carve your own path through grit, roleplay, and immersion.
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