AFTER THE FALL // INDIVIDUAL RULE ENTRY

Rule 08Updated July 20, 2026

Hostile RP, Robbery & Value of Life

This is an individual rule page from the official After The Fall RP rules archive for players researching the server and its DayZ roleplay standards.

Hostile RP Standards

Hostile RP must escalate properly.

RP at AFRP is a two-way street. Both sides should gain something from the encounter.

Both sides must be given enough time to react and continue the roleplay.

“Hands up or die” and gear-focused RP are not acceptable.

Robbery should only happen for valid IC reasons, not simply because someone has desirable gear.

Hostile RP should create a story, not exist solely to take gear.

ALL HOSTILE RP MUST BE RECORDED.

Hostile RP Warning

Initiation must include clear demands and a clear threat.

The other party must be able to hear, understand, and reasonably comply with the demand.

Players must be given a reasonable amount of time to comply with hostile demands unless they immediately become a direct threat.

Low-effort initiation or unclear demands will result in staff action.

Value of Life (NVL)

Value your character’s life realistically.

Do not act like you are invincible.

One wrong decision in the apocalypse can get you killed, so act accordingly.

Severe cases of NVL may result in a staff-enforced CK.

Locked Cells

If you are placed inside a cell that does not have an in-game codelock, you must roleplay as though the cell is locked.

You may not open the door or leave simply because the game mechanics allow you to do so.

Escaping must happen through a valid and realistic RP opportunity. Normal hostage time limits and consent rules still apply.

Killing & Victim Treatment

Killing should be a last resort.

If someone complies, provide them with a reasonable path to survive.

After a robbery, victims must be left with usable food, water, a bandage or rags, and footwear if they had those items on them at the time of the robbery.

You may not take a victim’s last survival supplies and leave them without items they already possessed. Robbers are not required to provide supplies that the victim did not have before the robbery.

As long as a victim is complying with reasonable demands, you are responsible for making sure they are not killed or downed because of your action or inaction.

Formal Faction Wars

Before two factions may enter a formal war, both faction leaders must participate in the same joint ticket.

The ticket must include a valid IC reason for the war, confirmation that both faction leaders consent, and any proposed terms, restrictions, objectives, or duration.

The war must be approved by staff before it begins.

A faction war does not automatically grant KOS rights. KOS is only permitted if it is explicitly approved in the joint ticket.

If KOS is approved, all participating faction members must wear their faction armbands and remain clearly identifiable while participating in the conflict.

Removing an armband does not allow someone to secretly participate in the war, avoid identification, or bypass the approved war rules.

Hostile Group Limits

Roaming hostile groups are capped at 8 players.

Allied groups or factions may count toward this limit depending on the scenario, their involvement, and whether they are acting together.

Staff will determine whether allied groups are considered one hostile force.

Traps

Traps may only be placed inside your own base or during an active hostile RP situation.

Random trap placement around the map is not permitted.

IC Radio

Initaiting over the radio is not a valid form of RP initiation. Initiation must be made through voice.