Antagonist-Optional Design#122
Conversation
|
I think this design doc is great, there is just one element I think might need proper clarification, and that is character background. Characters in SS14 don't just appear and start existing when the round starts, most players actually imagine a background for them, which inevitably affects their behaviour during the round. As you stated in the document, there should be better methods for admins to differentiate between IC and OOC misconduct and I feel like players will be able to justify improper cause for conflict as being a result of their character's background. That is to say, should we set concrete limits for backgrounds, such that a character may not start a round with intent to attack/murder/start a conflict with other characters from the get go (e.g. John Human the chef who got his partner killed by a secoff starts the round poisoning food intended for security)? I'm not sure if this comment makes sense but I think it is important to stress the fact that rules may become harder to interpret both for players and for admins if these changes go through. |
|
(Copying my feedback from discord) Maybe it's just me, but having them gives me a guide on how to properly escalate. Without it, I would have felt kinda lost; What is too much escalation? What is too little? Am I adding to the round or detracting from everyone's fun? I want to hear other people's opinions on the subject, maybe making a poll or adding it as an Admin Hours topic to gauge the player-base sentiment towards the escalation rules, what they provide, or if they feel it detracts from their RP |
More discussion on discord seems to be that escalation guidelines should still be provided even if the escalation rules themselves are removed. This doesn't fully encompass all of the issues with the removal of escalation rules but it would be a valuable resource for players to know when they should try to escalate and intensify a situation. |
|
As Chedd said, we would like to propose downgrading the Escalation Rules to Escalation Guidelines, keeping the resource in the game so players can reference it as an example of how good escalation can be conducted |
Tay once proposed some sort of backstory system (I think almost like a Mad Libs type thing where there are templates you can modify). If that was implemented it would help control the kinds of backstories people are going into the round with and how they can authentically act. |
|
I think this could be a pretty nice game changer, explicitly encouraging character friction is good and making things more "ambiguous" on who can be aligned with who will probably lead to a bunch more fun RP scenarios. One big issue I have though, is that at the moment security is balanced around the existence of both antagonists AND a hostile crew, which I feel makes them a bit too strong a force against any sort of crew-related "antagonizing" without the help of proper antags to distract the officers. A change like this should come with some changes to "buff" the crew's ability to organize and defend themselves, beyond just the future existence of Unions, as well as stopgaps to block security from just rolling out phoron rifles and uranium rounds the second the clown gets a bit too socialist. Something beyond just having Cap and the CCVIPs telling them "they can't do it" or "it's against SOP" in an angry tone, I mean. I know people are probably tired of the same old Sec tirade, but it does feel important to keep in mind that the more pressure is removed from Security, the more pressure Security can put on everything else. On a different note, backgrounds sound pretty cool as an idea! |
RDT_20260706_222810.1.mp4