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Compensation Policy Builder

A written comp policy for exploit / bug / staff-error victims. Eligibility tables, comp tiers, anti-abuse rules, approval and denial DM templates. Free, tuned to your platform.

Free · no account · rate-limited to 5/15min. For the full pack (13 documents + Discord auto-install), start a project.

Why "we'll figure it out" comp creates drama

Player gets killed by a glitched script. Staff says "sorry, we'll comp $50k." Next day a different player gets killed by the same glitch. Different staff member says "we don't comp this kind of thing." Now you have a screenshot war on Reddit and accusations of favoritism.

A written comp policy doesn't solve every dispute, but it dissolves 80% of them by making the rule visible. The rule can even be "we don't comp anything for X reason" — that's still better than ad-hoc decisions, because applicants self-select and complaints have a clear answer.

What the generator above gives you

  • Scope definition: what counts as a comp event (exploit damage, server crash mid-event, staff error, anti-cheat false positive). Explicitly: what does NOT count (skill issues, voluntary risk, RP losses, IRL refunds).
  • Eligibility table by event type — what's compensable (cash, vehicles, inventory, crew XP, time-locked progression) and what's not.
  • Evidence requirements: video clip with timestamp, Discord report ticket, staff confirmation. Burden-of-proof scales with comp amount.
  • Comp tiers with required approver levels — small / medium / large with platform-specific currency thresholds.
  • Anti-abuse rules: max 1 "lost in transit" claim per 30 days, comp denied if player participated in the exploit, repeated claims trigger investigation.
  • Templates: APPROVAL DM with specific comp delivered + when, DENIAL DM with reason + appeal path, APPEAL flow for disputed denials.

How to enforce this without burning out staff

  1. Pin the policy in #rules and #help. When a player opens a comp ticket, the bot or first-response staff links the policy first. Half the time the player reads it and closes the ticket themselves.
  2. Single comp ticket category. Don't scatter comp claims across "general help" and "ban appeals." Concentrate them so 1–2 staff can specialize.
  3. Pre-staff-meeting batch. Comp claims sit in queue, processed in batches at the staff weekly meeting. Reduces per-claim attention cost and forces consistency.
  4. Audit trail. Every comp approved or denied is logged with: ticket ID, decision, evidence summary, approver. When the next dispute claims "you comped them but not me," you have receipts.

Platform-specific notes

  • FiveM (ESX/QBCore): in-game cash + bank + crypto + inventory items. Most servers use a comp script that injects items to the player's account. Document which method you use.
  • RedM: dollars + gold + horse/saddle items. Period-appropriate framing if your server runs strict 1899 immersion (e.g. "a passing stranger leaves you a satchel").
  • Custom frameworks: the policy is framework-agnostic — only the currency names change. Use generic terms like "in-game cash" and let staff translate.

What NOT to comp (the boring half of the policy)

  • Players who died from skill issues or normal RP risk.
  • Inventory lost during a properly-roleplayed robbery.
  • RP outcomes the player disliked (a faction kicked them, a court found them guilty, etc.).
  • Time spent doing things that didn't pay off.
  • IRL anything — no real money refunds, no Cfx priority, no voucher equivalents.

Want the comp policy posted to #rules + comp tickets routed automatically? See all plans — from Docs Pack $19 to Launch OS + Pro $59 + $19/mo.