Into the Wilds may be labeled a "no holds barred" style open world / sandbox campaign due to its heavy emphasis on exploration and adventure, and its lack of an overarching plotline... But "no holds barred" doesn't mean "without rules entirely"; the Into the Wilds campaign certainly does still have rules- especially at is pertains to the treatment of the DM, and the other players. And in that regard, all players are required to abide by the following rules during all game play and player interactions:
These rules and expectations apply even when players may be acting out of character, both inside and outside of gameplay. Disregarding or violating these rules will get you removed from the campaign and barred from playing with the group- either by using a three strike policy, or immediately, depending on the rule broken and its severity.
In addition to the general rules listed above regarding player behavior both in and out of character, several modifications have also been made to the default and variant rules that can be found within the Dungeons and Dragons Player's Handook and Dungeon Master's Guide. These campaign specific house rules are intended to completely supersede- or negate- any rules in the source books, or other materials, which may regulate the same actions or similar elements of play.
Each player begins the campaign with one plot point. These points are used by players to "purchase" resources, create npcs, decide facts about a location, or otherwise effect the world in ways outside of direct gameplay, in ways which may aid the party in play or otherwise change the landscape of the campaign setting (all within reason, of course)... Players may only have a single plot point at any given moment, and may only spend their points on one of the 4 options listed below:
Plot points are awarded at the DM's discretion, and may not be used to alter ecosystems, established history, or other major factors of the setting. Additionally, at any time the DM reserves the right to negate, remove, or otherwise block a use of a plot point which is not congruent with the rules, or the worldbuilding of the campaign setting.