Victoria 3 · Multi RPRules
29 rules across 8 sections: session spirit, format & schedule, lore & character, nation selection, wars & conflicts, diplomacy, refereeing, conduct. La Meute QC's Victoria 3 sessions every Sunday from 6:00 PM to 9:30 PM ET, 6 to 8 players, semi-directed RP.
Semi-RPSundays 6–9:30 PM ET6–8 players max
La Meute QC's Victoria 3 sessions are Semi-RPgames — we're here to have fun, tell a collective story, and live through an era together. The goal isn't to min-max or win at all costs, but to play a character, defend ideals, and build a coherent narrative with the other players.
Each player represents a nation from the Victorian era (1836–1936). Your leader has a name, a worldview, ambitions. Your decisions must reflect that lore — not just mechanical efficiency.
#1Fixed schedule
Sessions are held every Sunday from 6:00 PM to 9:30 PM (Eastern Time). Be present at 5:45 PM for lore presentations and nation draws where applicable.
#2Game speed
The simulation speed is kept at speed 2 or 3 maximum to leave time for RP, diplomacy, and voice negotiations.
#3Group break
A 10-minute break is scheduled around 8:00 PM. Emergency breaks can be requested by any player — the referee pauses the game.
#4Leaving mid-session
If a player must leave early, their country is handed to the AI for the rest of the session. They may rejoin the next session with the same country if available.
3. Lore & character creation
Lore is the heart of the sessions. Each player must submit their lore before the session in #victoria3-lore on Discord.
#5Required lore content
Your lore must include: leader name, political ideology (conservative, liberal, socialist, etc.), 2–3 historical objectives (e.g., Québec independence, colonial expansion, industrialization), and initial relationship with at least one other player (natural ally, rival, etc.).
#6Referee validation
The referee validates lores before the session begins. A lore that is too vague or incompatible with the era will be sent back for revision. Validation takes place within the 30 minutes before the session.
#7RP consistency required for major decisions
The following decisions must align with your lore: declarations of war, formal alliances, annexations, ideology changes, revolutions. For everything else (minor economic laws, construction, etc.), you are free to play efficiently.
#8Evolving character
Your lore can evolve with in-game events — a leader who loses a war can change ideology, abdicate, etc. These evolutions are encouraged and enrich the collective narrative.
#9All nations are available
No nation is reserved or off-limits. Great powers (British Empire, France, USA, Prussia/Germany, Russia) as well as smaller nations (Québec/Canada, Mexico, Chile, Japan, etc.) are open to everyone.
#10Draw or first come, first served
Nations are assigned by reservation order in #victoria3-inscription. In case of conflict over the same nation, a draw is held in voice chat before the session.
#11Focus on Québec & Canada
Canadian and Québec nations are strongly encouraged for their unique RP potential: confederation, francophone independence, Métis/Louis Riel resistance, relations with the British Empire and the USA. The referee may offer custom events for these nations.
#12One nation per player
A player may only control one nation per session. No manually controlled vassals run in parallel.
Wars between players are mechanically unrestricted — but they must be justified by RP. A surprise attack with no narrative context is forbidden.
#13RP escalation required before war
Before declaring war on another player, you must have built up narrative tensions beforehand: territorial dispute (colony, maritime access, border), ideological rivalry, diplomatic incident, economic competition. These tensions must be played out in-session or announced in #victoria3-diplomatie.
#14Declaration of war
The declaration of war must be announced verbally in-session with an RP justification. E.g.: "Québec declares war on Canada — we refuse the confederation imposed by London and claim our sovereignty."
#15Defined war goals
When declaring war, the player announces their concrete peace objectives (e.g., annexation of a province, independence of a subject, economic tribute). No total annihilation war without both parties' agreement.
#16Negotiated peace encouraged
Voice peace negotiations are strongly encouraged before using the game's peace deal mechanic. An RP-negotiated peace can include conditions not supported by the game (non-aggression pledges, forced alliances, etc.) — these conditions are honored on trust.
#17Wars against AI
Wars against AI nations are unrestricted — no RP constraints for colonial expansion or management of AI subjects.
6. Diplomacy between players
#18Voice negotiations take priority
All alliances, pacts, or agreements between players must be negotiated verbally in-session. "Silent" alliances formed solely through game mechanics without RP discussion are tolerated but frowned upon.
#19Betrayals allowed… with RP
Betraying an ally is allowed — it's History. But the betrayal must be played out: announced motivations, refused ultimatum, triggering incident. A betrayal with no RP context will be treated as trolling.
#20Discord diplomacy channel
The #victoria3-diplomatie channel is used to post treaties, ultimatums, and official declarations between sessions to build the RP context for the next game.
#21The referee's role
The referee is the guardian of RP. They validate lores, settle interpretation disputes, and may trigger custom events (natural disaster, popular uprising, leader assassination) to enrich the session.
#22Referee's decision is final
In case of disagreement over a rule or RP situation, the referee's decision is final for the current session. Disputes may be raised after the session in #victoria3-feedback.
#23Custom events
The referee may introduce custom narrative events: Québec separatist movement, succession crisis, accelerated industrial revolution, etc. These events are announced in voice chat and may force RP decisions.
#24Mechanic abuse (exploits)
Using exploits or game bugs for a non-RP advantage is forbidden. The referee may reverse the effects of an exploit during a session.
#25Respect is mandatory
Respect between players is non-negotiable. Conflicts are between nations, not people. Insults, toxicity, or bad faith = immediate removal from the session.
#26Mic active in session
Each player must be in the Discord voice channel for the entire session. The mic may be muted but must be unmuted for diplomatic interactions and war declarations.
#27No rage-quitting
Rage-quitting after a defeat is forbidden. If you need to leave, notify the referee — your country is handed to the AI properly.
#28Post-session chronicles
After each session, a narrative account is written by the referee or a volunteer player and published on the site. Contributing to the chronicles is strongly encouraged — it's the collective memory of the sessions.
#29Sanctions
Warning: failure to respect lore without RP justification.
Session removal: rage-quitting, toxicity, deliberate exploit.
Session ban: repeated behaviour after warnings.
Ready to play?
Join the Discord, introduce yourself in #victoria3 and reserve your nation for the next Sunday.