Delirium LA
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Faction Rules

DELIRIUM LA / FACTION RULES

DELIRIUM LA

FACTION RULES & ROLEPLAY STANDARDS

Serious FiveM Roleplay | Organization Handbook

Create roleplay, not just wins.

1. Purpose

Factions are an important part of roleplay in Delirium LA. Whether you are part of a Mafia, Cartel or Gang, your actions should create fair, enjoyable, and long-term roleplay for everyone involved.

These rules are designed to keep roleplay organized and prevent organizations from becoming overly powerful, toxic or focused only on winning.

2. General Faction Rules

2.1 Stay In Character

Members must remain in character while participating in roleplay.

Do not use out-of-character information to benefit your organization or avoid consequences.

2.2 Respect Roleplay

You may not force another player into unrealistic or unavoidable roleplay.

Give other players reasonable opportunities to react and participate in the situation.

2.3 No Metagaming

Do not use information obtained outside of roleplay to benefit your faction.

Examples include:

2.4 No Powergaming

Do not force actions or outcomes onto another player without giving them a reasonable chance to respond.

Your character is not invincible.

Avoid unrealistic actions simply because they would benefit your organization.

2.5 Value Your Character

Your character's life and safety matter.

Do not act as if dying, being arrested, losing money, or facing consequences means nothing.

Members should make decisions that make sense for the situation and their character.

3. Criminal Factions

Criminal factions in Delirium LA include organizations such as:

All criminal organizations must focus on creating consistent and enjoyable roleplay, not simply controlling the most territory, money, weapons, or players.

3.1 Faction Identity

Every official criminal faction must have:

Organizations should remain consistent with their chosen identity.

For example, a Mafia organization should focus on organized crime, relationships, business, intimidation, and long-term operations rather than behaving like a random street gang.

3.2 Faction Leadership

Organization leaders are responsible for their members.

Leaders must:

An organization leader may be held responsible if they repeatedly allow members to break rules.

3.3 Gang Classification and Membership

Families and gangs are separate faction types. A family must not be treated or classified as a gang solely because it participates in organized crime.

The following membership and tier requirements apply only to approved gangs unless server management explicitly states otherwise.

A gang must have at least 3 approved members before it may receive official status or begin operating as an official gang.

An official gang may have no more than 20 approved members.

Gang leaders may not hide members, exceed the roster limit, or use unapproved members in official gang activities.

3.4 Gang Tier System

Gang tiers recognize a gang’s development, consistency, and contribution to roleplay. Member count alone does not determine or guarantee a tier.

Tier 1 — Developing Gang

A newly approved or rebuilding gang that is establishing its identity, leadership, activity, and roleplay presence.

Tier 2 — Established Gang

A stable gang that demonstrates consistent activity, organized leadership, rule compliance, and meaningful ongoing storylines.

Tier 3 — Advanced Gang

A proven gang with strong leadership, sustained activity, mature faction roleplay, and a positive long-term impact on the city.

Ultimate Gang

The highest gang designation. Ultimate status is reserved for gangs that consistently demonstrate exceptional roleplay, stability, leadership, and community impact. It requires management review and may be removed if standards are no longer maintained.

Staff may consider:

Staff may promote, demote, suspend, or remove a gang’s tier when its performance or conduct changes.

4. Recruitment

Recruitment should happen through roleplay whenever possible.

Do not randomly invite players simply to increase organization numbers.

Members should be recruited because they fit the faction's roleplay and have interacted with the organization.

Recruitment Rules

Staff may place limits on organization size if necessary for server balance.

5. Organization Hierarchy

Criminal organizations should have a clear hierarchy.

Members should understand who has authority within the organization.

Ranks may vary depending on the organization’s theme.

An organization may use its own appropriate rank structure as long as it is clear to both members and staff.

Leadership changes should happen through roleplay when possible.

Do not remove or replace leaders simply because of an out-of-character disagreement unless staff determine intervention is necessary.

6. Alliances and Partnerships

Organizations may form alliances, partnerships, or temporary agreements through roleplay.

However, alliances may not be used to create an unstoppable group that controls all criminal activity in the city.

Staff may intervene if multiple organizations permanently work together in a way that damages server balance.

Alliances should have a roleplay reason.

Temporary cooperation for a robbery, deal, meeting, or shared enemy is allowed when it makes sense in roleplay.

7. Organization Conflicts

Conflicts between organizations should develop through roleplay.

A major conflict should have a clear reason, such as:

Do not start major conflicts simply because you want to shoot another organization.

7.1 Roleplay Before Violence

Whenever reasonably possible, allow roleplay to develop before immediately using violence.

Organization roleplay should include intimidation, meetings, negotiations, threats, deals, and other forms of organized conflict.

Not every disagreement needs to become a shootout.

7.2 No Random Attacks

You may not repeatedly attack another organization without a valid roleplay reason.

You may not hunt members of another organization simply because they belong to that organization.

7.3 Escalation

Conflicts should escalate naturally.

Minor disagreements should not immediately turn into a city-wide war.

Give the other side opportunities to respond and create further roleplay.

7.4 Gang KOS and Interaction Documentation

Gang affiliation does not create automatic KOS. Membership, clothing, colors, a recognized block, or an existing rivalry are not enough by themselves to justify attacking another player.

Gang members must have real in-character interactions and allow conflict to develop through roleplay before escalating to violence.

A KOS agreement may be organized only after at least 3 separate, meaningful interactions between the involved gangs. Every qualifying interaction must be documented and supported by a video clip.

The leaders of every involved gang must review, organize, and document the KOS before it becomes active. An interaction without both a log entry and a clip does not count toward the 3-interaction requirement.

For this rule, a gang interaction means a meaningful encounter involving gang business, threats, territory, retaliation, negotiation, conflict, or violence.

Every gang interaction must be logged with:

A KOS agreement applies only to the gangs, characters, and conflict documented by their leaders. It does not automatically include civilians, unrelated characters, alternate characters, or uninvolved faction members.

KOS never overrides general server rules, metagaming rules, protected-area rules, or the requirement to value character life.

8. Faction Wars

Organization wars are serious roleplay events and should not be treated as an excuse for constant deathmatching.

A war must have a reasonable in-character cause.

Organizations involved in a war must continue to follow all server rules.

During an Organization War

Staff may end or pause an organization war if it becomes disruptive or rule-breaking.

9. Kidnapping and Hostages

Kidnapping should create roleplay, not simply remove another player's ability to play.

A hostage situation must have a reasonable roleplay purpose.

Examples may include:

Hostage Rules

Hostages should be treated as characters involved in a scene, not props.

10. Robberies and Criminal Operations

Criminal organizations may participate in organized criminal activity that is supported by the server.

Organizations should not exploit mechanics or repeatedly farm the same activity solely for money.

Major operations should encourage interaction and roleplay.

Whenever possible, criminal organizations should build operations through planning, negotiations, partnerships, and consequences.

11. Territory and Faction Locations

An organization may have a headquarters, meeting location, business, or other recognized location.

Being associated with an area does not automatically give an organization the right to attack anyone who enters it.

Players should have a reasonable opportunity to leave or roleplay the situation unless immediate violence is justified by the circumstances.

Do not claim large portions of the map as permanently off-limits without server approval.

12. Raids and Attacks on Faction Property

Organization headquarters and important locations should not be repeatedly attacked without a valid roleplay reason.

Raids must be connected to an active or developing roleplay situation.

Do not raid a location simply because you know it belongs to another organization.

Repeated attacks intended to prevent another organization from using its location may result in staff action.

13. Organization Corruption

Corruption is only allowed if it fits your organization’s roleplay and follows any additional server or department rules.

Major corruption storylines may require staff approval.

Examples may include:

Corruption should create meaningful consequences and roleplay.

16. Organization Resources

Organization resources may include money, vehicles, weapons, property, businesses, or other server-approved assets.

Organization leaders are responsible for ensuring resources are used appropriately.

Do not exploit resources for personal out-of-character gain.

Do not transfer resources in an attempt to avoid consequences, punishments, or faction removal.

17. Internal Organization Problems

Organizations should attempt to handle internal disagreements through roleplay and leadership.

Not every disagreement requires staff involvement.

Staff may intervene when:

Out-of-character arguments should not automatically become in-character problems.

18. Organization Inactivity

Organizations are expected to remain reasonably active.

If a leader or leadership team becomes inactive for an extended period, staff may review the organization.

Possible actions include:

Organization assets may be handled by staff if an organization is permanently removed.

19. Organization Punishments

Rule violations may result in consequences for an individual member, leadership, or the entire organization depending on the situation.

Possible consequences include:

1. Verbal Warning

2. Written Warning

3. Strike

4. Removal from Leadership

5. Temporary Suspension

6. Loss of Assets or Privileges

7. Removal of Official Status

8. Additional Server Punishments

Serious or repeated violations may skip lower-level punishments.

20. Staff Discretion

No rulebook can cover every possible situation.

Staff may use reasonable discretion when handling situations not specifically covered by these rules.

Staff decisions should be based on:

Attempting to exploit a loophole because something is not specifically listed is still considered rule-breaking if it clearly goes against the purpose of these rules.

21. Final Rule

Create roleplay, not just wins.

Delirium LA is a Serious roleplay server. Your organization should add stories, conflict, relationships, and memorable experiences to the city.

Losing a fight, getting arrested, losing money, or facing consequences can all create great roleplay.

Respect other players, respect the roleplay, and remember that the goal is for everyone involved to have a good experience.