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Analysis

The lore problem on roleplay servers

Most roleplay lore is written by staff for staff, and the players it is meant to guide rarely read it. The lore that actually shapes play is short and built into systems: job lists, law boards, wages and taxes. Servers that last keep their written canon to a thin setting and record history after players have made it.

By SweetMask · · 5 min read

A new player finishes the whitelist form, spawns at the bus depot and is pointed to the lore: thirty pages on the city's founding and four gangs with family trees. They skim a heading and close the tab. The lore that shapes their evening is shorter and sits in the job menu and on the law board, and the servers that last keep the rest of their canon thin.

Who the lore document is written for

Lore documents are usually written by staff, and mostly for staff. They grow the way a shared notebook grows. A founder sketches the city, the next head of lore adds the cartels, and a later generation writes up a gang war that happened in play and files it as history. Writing it is a pleasure in its own right, and on a quiet weeknight it is one of the few creative jobs a roleplay team can do with nobody online. None of that is a problem until the document stops being a hobby and becomes a requirement.

A newcomer to a serious server has paid a lot before their first scene. They have installed the client, downloaded the server's assets, joined the Discord, written an application and waited for someone to read it. What the first week on a roleplay server asks of a newcomer is mostly etiquette: keep in-character and out-of-character talk apart, and do not use what your character could not know. Thirty pages of history arrive on top of that, and the sensible response is to skip them, the same way players skip rules written mainly for the people who wrote them. Some teams answer by turning the lore into a quiz on the application form. A quiz like that filters for people who are good at searching a document, and it tells staff nothing about whether an applicant can hold a scene with a stranger.

The lore a player meets in play

Every roleplay framework already ships a second kind of lore, and people absorb it without trying. In DarkRP, which its own repository calls "a non-serious roleplay gamemode", the world is defined by the job list. Each job made with DarkRP.createJob carries a description shown in the F4 menu, a salary, a cap on how many players can hold it, its starting weapons and whether taking it needs a vote. Open that menu and within a minute you know the city has a mayor and a police force, and how many of each the server allows.

The law is shorter still. By default only the mayor's job can use /addlaw, and the board holds twelve laws at most. The default laws the owner configured cannot be removed by whoever is mayor tonight. Those twelve lines are the whole legal code a player is expected to know, and they hang on a board inside the map. The wider vocabulary of DarkRP rules depends on admins to enforce it, while the board's limits are written into the gamemode itself.

FiveM frameworks do the same thing in a config file. In QBCore's default jobs table the police job is labelled Law Enforcement and has five grades from Recruit to Chief, each with its own pay, and the ambulance service has a matching ladder. That table says more about how the city works than any founding myth. There is a chain of command with wages attached, and a tow driver earns what a reporter does.

Minecraft's town roleplay runs on the same principle. Towny gives players a hierarchy of residents, towns and nations, and mayors set the taxes. Every town pays upkeep for its claimed land at the end of each day, and a town that cannot pay faces bankruptcy or ruin, depending on how the server is configured. The history of a Towny town is written in its bank balance, and every resident reads it whether they meant to or not. The questions behind that design are the ones any server economy with a currency and a shop has to answer.

Canon against the stories players make

The stories people remember from a roleplay server are rarely the ones the lore team wrote. They are small and accidental: a traffic stop that turns into a month-long feud, or a mayor who taxes the gun dealers until one of them runs for office. Nobody planned them. The server's systems made room for them, and players filled it.

Written canon competes with those stories for the same room. If the lore says the city has four gangs with fixed territories and a settled history, a fifth gang started by a few friends has to be fitted in somewhere or told it cannot exist. Every page of canon is a page of things players may not make happen. Staff who enforce it turn into a lore police, and contradicting a document the newcomer never read becomes a rule break that no newcomer can avoid.

Canon also ages badly. The people who wrote it leave and their replacements only half-remember it, so the document drifts away from what the regulars believe happened. After a year or two the only history anyone relies on is the one players tell each other.

A test for the next page of lore

The servers that keep going tend to write their canon as a setting and leave the history for later: the place, the era, what exists and what does not (no magic, say, and no military helicopters). History gets recorded after it happens. A page about last month's gang war is a record of what players did, and it rewards them for doing it. A page about a war that ended before anyone joined is a fence.

A useful test for any new page is whether a player will ever meet it in play. If it will show up as a job description, a law on the board, a price, a faction's spawn or an item someone can hold, it is lore that works. If it will only ever be found by someone searching the Discord, it belongs in the staff wiki, where the people who enjoy writing it can go on enjoying it. Browsing the serious roleplay servers listed on JoinGG with that test in mind is instructive: compare what each one asks you to read before you can play with what it has built into its jobs.

Sources

  1. DarkRP/entities/entities/darkrp_laws/init.lua at master · FPtje/DarkRP · GitHub — FPtje/DarkRP on GitHub
  2. DarkRP:Jobs - DarkRP — DarkRP Wiki
  3. qb-core/shared/jobs.lua at main · qbcore-framework/qb-core · GitHub — qbcore-framework on GitHub
  4. How Towny Works · TownyAdvanced/Towny Wiki · GitHub — TownyAdvanced on GitHub

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