🏴 Gang Rules💣 Escalation Rules

💣 Escalation Rules

In Zephyr Roleplay, conflict isn’t about who shoots first — it’s about building tension, telling a story, and giving RP a chance to breathe. Every gang conflict must follow a natural progression, with words first, weapons last.

Failing to follow proper escalation may lead to the delay of progression of your org, with the possibility of staff intervention. [^1]

🗣️ 1. Talk It Out – Words First

EVERY conflict starts with a conversation.

Leaders must make a genuine effort to resolve tensions through a sit-down or confrontation Hostilities cannot begin without clear in city reasoning or interaction Disrespect, ego, or unresolved disputes are valid RP fuel — but they must be voiced Think: “Let’s meet at the pub and talk this out” — not “See you at the morgue.”

🥊 2. Melee Escalation – Show of Strength

If words fail, and egos flare, it’s time to settle it the old-fashioned way.

Fists, bats, and melee weapons are the next logical escalation This stage should still allow for resolution without permanent consequences Gang-on-gang scraps, body shots, and fights for honour all fall under this This part of the escaltion should run for a realistic time in most situations. not just one and done use the melee phase to build RP Some beefs only require melee fights to sort out There may be situations where melee escalation alone is not enough, but this does not give permission to skip straight to firearms. Even when a scene naturally escalates past melee, players are still expected to show proper, believable roleplay, demonstrating fear, pressure, and the build-up that justifies the escalation. A brawl settles tension — or starts the real war.

🔫 3. Weapon Conflict – Point of No Return

Only after failed talks and a melee conflict (or ambush) can it escalate to firearms, so long as both groups agree.

Shootouts, drive-bys, ambushes, and turf raids with weapons must be properly justified At this stage, you must be ready to face staff intervention if escalation is deemed invalid Declaration must still occur — no silent kills, sniping, or one-sided wipeouts without RP lead-up If all melee conflict fails to resolve the issue, then you may escalate — but it must be done with strong, creative RP.

Examples:

Take someone’s radio and send a message through their own member.

Stab a member, drop them, and let the ripple effect unfold.

Build tension in a way that feels earned and story-driven.

A single phone call saying “on sight” is lazy RP and won’t fly.

Once the bullets fly, there’s no turning back.

Using Guns in Hold-Ups (Important Clarification)

Using a gun to hold someone up does NOT automatically escalate the situation to gunplay.The gun is simply a fear tool, not a greenlight to start shooting.

If you are still in the melee escalation phase, you do not shoot them.You still handle the situation with melee. Example: they are not cooperating or talking smack after being warned stab them dont shoot them.

You should only hold someone up in the melee phase if you know they are alone and you have a clean, realistic opportunity — doing it recklessly can cause unnecessary escalation.

Guns in this phase are for fear and control only.

Try to only hold 1–2 people max. trying to hold up the whole gang at a meeting with guns is not ideally proper escalation we only want to see hold ups in the melee phased for is you catch people lacking or when you are going to escalate to the next step. If one of your members is already at gunpoint, DO NOT start shooting. Their life is in immediate danger — shooting guarantees they die first.

Fearing for Life and standing your ground

In Zephyr, you are always expected to fear for your life and the lives of your gang members. If you’re faced with real danger, outnumbered, caught off guard, injured, or held at a clear disadvantage, you must react realistically. Failing to show fear, acting like you’re untouchable, or ignoring danger will be treated as Failing Fear RP.

However…

🛑 Standing your ground is allowed — but only in the right situations. You may stand your ground ONLY when someone is trying to take something that belongs to your group, such as:

  • Your turf

  • Your vendor

  • A market you control

BUT standing your ground does not mean acting childish, refusing RP, or just saying “nah not happening.” You must still roleplay correctly and keep the scene going. Standing your ground can still lead to injuries, members being killed, or your group taking heavy losses — and you are expected to RP all of that properly.

The rules are simple:

Fear RP: You must value your life and show fear when your life is in danger.

Standing Your Ground: You can defend what belongs to your group, but you must still fear for your life and play the scene out realistically.

You are allowed to resist demands ONLY for turf, vendors, or markets. Anything outside of that does not count as standing your ground and full Fear RP applies.

High-Quality RP Is Expected From Both Sides When scenes like this kick off — where one side is pressing, demanding, or trying to take control and the other is standing their ground — both sides are expected to bring their best RP.

That means:

For the side applying pressure / instigating

  • Be demanding, threatening, and intense in a realistic way.

  • If you escalate to violence, torture, or killing (e.g., taking fingers, shooting members), it must be played out seriously, not rushed or sloppy.

  • Your actions should have purpose, weight, and consequences — not be done just for shock value.

*For the side being pressed

  • Treat the situation seriously.

  • If your members die, you should show shock, anger, fear, sadness — whatever fits.

  • If you’re being hurt, you must RP the pain. Don’t act like it’s nothing or walk it off unrealistically.

  • We don’t want scenes where someone gets hurt, tortured, or loses a member and just shrugs it off.We want thoughtful, emotional, immersive RP from both sides.

Let’s keep everything realistic, immersive, and high quality. Fear the danger. Defend what’s yours. And always keep the RP moving