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Camp Rules FAQ
The Camp Rules for Project 1999 are fairly straightforward, but because some details can add complexity, this page attempts to clarify those particular details further.
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Warning About This FAQ
IMPORTANT NOTE: Crucially, unlike the Camp Rules. this page is (mostly) not sourced directly from staff comments. It is also not admin locked, which means that (like the rest of the wiki) any player can edit it to make it better ... but also any malicious player can edit it.
Please understand that nothing here is official, and this page is purely an attempt by players to explain the camp rules to other players in an unofficial, but hopefully still helpful, way.
What Are "Player Defined Camps" and How Do They Fit Into the Camp Rules?
As the Camp Rules explain, a single player or group can only "own" (prevent other players from taking) a single mob/spawn point outdoors, or a single "camp" (typically a single room) in a dungeon (where "outdoor dungeons" like City of Mist count as dungeons). This is because the server rules emphasize sharing scarce resources as much as possible between two or more players that want those resources.
However players don't tend to define camps that way. Instead, players typically define camps as groups of mobs that a single player/group can kill within the zone's respawn time. Popular examples include Bandit Sisters (three mobs in Lesser Faydark) or the Crypt (a set of four rooms with four named NPCS) in Sebilis.
While these player-defined camps can (and will) be forcefully shared by the staff if a player petitions, the staff will first encourage players to respect player-defined camps. From their perspective, both parties would probably be happier if the first player can keep doing the whole player-defined camp, and the second player just moves on to somewhere else, rather than both players "competing" to share killing (for instance) three Bandit Sisters in six and a half minutes (Lesser Faydark's respawn time).
As a player, you too should generally try to avoid breaking up player-defined camps. However, if you really want a particular camp (eg. your plan for your Saturday morning was to get an item from Sebilis Crypt, but when you login a single player is already camping all four rooms), you are within your rights to ask that player to share the camp with you. Since they were there first they would get first pick of which room to take (eg. they might pick the

MAGIC ITEM LORE ITEM
Slot: BACK
AC: 10
STR: +4 DEX: +4 STA: +4 CHA: +4 WIS: +4 INT: +4 AGI: +4 HP: +75 MANA: +75
WT: 1.0 Size: MEDIUM
Class: ALL
Race: ALL

MAGIC ITEM
Slot: WRIST
AC: 14
Effect: Winter's Roar (Must Equip, Casting Time: 8.0) at Level 45
WT: 4.0 Size: SMALL
Class: SHM
Race: BAR TRL OGR
Generally speaking (remember: nothing is guaranteed in staff interactions, and the details of your particular circumstance matter) the staff will support this, but again they will encourage you to consider taking a different camp first. Their/the server's goal is to first try to make everyone happy (and again, letting people keep player-defined camps and the second person moving on will usually make everyone happiest), but if that isn't possible to fairly share the mobs (and their loot) between players.
NOTE: While the exact language above is not staff-approved, GM Menden did confirm an earlier version of the above in the forums, and you can find that confirmation here.
When Another Player Claims a Large Outdoor Area as a Camp, What Should You Do?
Some player-defined camps are large. For instance, Grachnist the Destroyer can be spawned from a large number of goblin spawn points in Warsliks Woods, so players trying to camp him will typically claim a large area of goblins as a player-defined camp.
When you encounter a situation like this, GM Menden recommends:
- Move on.
- Split the spawns up.
- Help clear.
- [1]
In other words, one option is to invoke the server sharing rules and split the spawns between the two of you. Either each of you can take one spawn point and race to the rest (the default), or you can make an agreement between the two of you to divide up the spawn points in some way you're both happy with.
But you can also be a nice person, and help that first player clear the mobs so they can get their item (and then move on, leaving the entire camp to you). Or you can just walk away and try back later.
But if you try and let the other player clear the goblins for you, then steal Grachnist the Destroyer when he spawns as a result of their hard work, the staff will not be pleased.
How Do Groups of Players Fit Into the Camp Rules?
Generally speaking a group counts as a single player for purposes of Camp Rules. However, that isn't 100% true.
For example, let's say a group of players is holding down all the mobs of "CE" (the combination of the Sebilis camps of Crypt and the Emperor), which includes seven named mobs total, and another solo player wants to do the Crypt. If the group only counts as one player, they would be forced to pick one room of the Crypt, the soloer would get another, and the group/soloer would race each other to the rest.
However, that's likely not what would happen; the staff would almost certainly let the group keep most, if not all of the mobs. They might just let the group keep all seven mobs, or they might let the soloer have the seventh/least desired mob (with the logic that the group of six can hold six spawn points).
In short, this author is unaware of an official staff decision on this matter, so all that it's really safe to say is that groups act sort of like soloers when it comes to Camp Rules, but even so groups are not exactly the same. Currently it is unclear what the exact difference between the two is.