Roleplay and examples
What is DM in roleplay? Why an IC reason matters
On a roleplay server, an attack needs more context than a game mechanic allowing it. The preceding reason and subsequent consequences matter.
Vice Roleplay · Sources checked:
Deathmatch, or DM, is a term used when discussing attacks without a roleplay reason. Its details depend on the server’s rules. In Vice, “the game allowed it” or “my character was angry” is not automatically an adequate explanation for every attack.
A disagreement does not automatically mean a fight
A rejected offer or a tense conversation does not remove other options. A character can leave, keep talking, seek support or carry a problem into a later scene. Forcing every interaction towards one outcome makes play narrower.
For example, a customer objecting to a price does not by itself make attacking everyone in the shop meaningful. A reaction needs a connection to the character, event and server rules.
Do not convert OOC anger into an IC reason
An argument with a player on the forum does not explain your character’s hostility. Losing an earlier scene does not grant a right to seek revenge through a new character or outside information.
Faction conflicts have additional faction and war rules. A short example about an individual incident cannot replace those particular processes.
Play the consequences too
A conflict does not end at the moment someone falls. Injury, fear, witnesses and later relationships are part of the scene. A system-backed outcome cannot simply be ignored in roleplay.
If you suspect a breach, preserve context and evidence and use the current reporting route. This article is not a checklist granting permission to attack; the full event and current rules take precedence.
Sources and scope
This article was prepared with AI assistance after checking the sources and Vice rules. Example scenes were written for explanation and do not describe actual player incidents. Current server rules and on-screen requirements take precedence.