User:Timberpoes: Difference between revisions
Timberpoes (talk | contribs) Preface |
Timberpoes (talk | contribs) Escalation |
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The same reasoning can apply to an example dealing with security. An antagonist should not kill or bomb security just because part of security's job is to catch antagonists. However, if that antagonist discovers security has executed a fellow antagonist that shift, they may form the basis for a roleplay reason for getting revenge. Members of security treating them poorly may also form a good roleplay reason too. | The same reasoning can apply to an example dealing with security. An antagonist should not kill or bomb security just because part of security's job is to catch antagonists. However, if that antagonist discovers security has executed a fellow antagonist that shift, they may form the basis for a roleplay reason for getting revenge. Members of security treating them poorly may also form a good roleplay reason too. | ||
Antags enjoy extremely relaxed escalation. They may escalate lethally with less justification and can rely on more antagonistic reasons for starting fights, including escalating against people who are excessively nice, polite or helpful. Escalating over minor issues should not result in the antagonist taking steps to permanently round remove the other player unless escalation policy would otherwise permit it. | |||
Mass station sabotage that is likely to kill people is allowed as long as the antagonist does not take any direct and specific personal actions to maximise the bodycount beyond what the sabotage itself causes. Examples of mass station sabotage include plasma flooding, causing a supermatter delamination and destroying telecomms. | Mass station sabotage that is likely to kill people is allowed as long as the antagonist does not take any direct and specific personal actions to maximise the bodycount beyond what the sabotage itself causes. Examples of mass station sabotage include plasma flooding, causing a supermatter delamination and destroying telecomms. |
Revision as of 01:01, 15 May 2022
Draft Changes to Roleplay Rule 5/Murderbone Rules
The goal of these changes is to allow more freedom for antagonists to antagonise on the RP servers.
This freedom is not absolute and comes at a price. That price is roleplaying, antagonists whom wish to cause death and destruction would, if questioned by an admin, simply need to offer an IC roleplaying reason for their actions.
The intent is that admins don't need to jump in and question every random kill. They can assume the odd kill here and there is fine, even if some FNR kills may slip through the cracks. They only need to step in when things get a little but wild or sus and can make sure that some form of roleplay is still happening. On the roleplay server.
5. Antagonism and roleplaying as an antagonist.
You're an antag, great! Create the kind of stories you'd want to be a part of as any non-antag crew member. You are one of the biggest influences in the story and pacing of any shift. Show sportsmanship in your victories and humility in your defeats. Certain antagonists have additional roleplay requirements before they can bring large amounts of death or destruction to the shift; refer to the Antag Death and Destruction chart below to find out what the admin team expects of you.
Rule 5 Precedents
- You can treat your objectives as suggestions on what you should attempt to achieve, but you are also encouraged to ignore them if you have a better idea.
- Make an effort to roleplay as the antagonist role you've been assigned. If you want to break with what is expected of your role, you must have a good in-character reason.
- You do not have to act in a nefarious or evil way, but you should make an effort to influence the story and pacing of the shift. Friendly antagonists are restricted, requiring a good in-character reason for aligning yourself with the crew.
Antag Death and Destruction
Death and Destruction
Many antagonists have additional requirements in order to cause maximum death and destruction. These additional requirements are entirely based on roleplay, requiring players to have in-character motivations and reasons for their actions.
Antagonist objectives are the core of what they are allowed to directly do with no or limited roleplay reasoning. Causing death and destruction for the purposes of indirectly accomplishing objectives or for any other reason must have an in-character roleplay reason.
For example, an antagonist should not bomb medbay just because they may potentially revive someone the antagonist wants dead. That's poor roleplaying and relying on out-of-character reasoning for their actions. However, if they have access to medbay comms or have infiltrated medbay have seen that medbay are actively tracking the crew and reacting to anyone who gets injured or dies, they now have a roleplay reason to want to deal with medbay first before they make their kill. Similarly, a medbay that has already revived your kill target once before is clearly an obstacle that may be dealt with.
The same reasoning can apply to an example dealing with security. An antagonist should not kill or bomb security just because part of security's job is to catch antagonists. However, if that antagonist discovers security has executed a fellow antagonist that shift, they may form the basis for a roleplay reason for getting revenge. Members of security treating them poorly may also form a good roleplay reason too.
Antags enjoy extremely relaxed escalation. They may escalate lethally with less justification and can rely on more antagonistic reasons for starting fights, including escalating against people who are excessively nice, polite or helpful. Escalating over minor issues should not result in the antagonist taking steps to permanently round remove the other player unless escalation policy would otherwise permit it.
Mass station sabotage that is likely to kill people is allowed as long as the antagonist does not take any direct and specific personal actions to maximise the bodycount beyond what the sabotage itself causes. Examples of mass station sabotage include plasma flooding, causing a supermatter delamination and destroying telecomms.
Does this role have additional RP requirements for death and destruction?
This part covers the specifics on which roles do and do not have to follow the roleplay requirements on causing death and destruction.
Antagonist | Do additional roleplay requirements on death & destruction apply? |
Traitor/Blood Brother | Yes. |
Changeling | Yes. |
Malfunctioning AI | No. |
Nuclear Operative | No. |
Wizard | No. |
Blood Cult/Revolutionary | Yes. |
Ashwalker | No, however the nest should remain defended. |
Families | Yes. |
Revenant | No. |
Blob | No. |
Abductor/Thief | Prohibited from death and destruction. |
Space Ninja | Yes. |
Xenomorph | No. |
Pirate | Yes. |
Nightmare | No. |
Obsessed | Yes. |
Heretic | Yes until ascension, then no. |
Lavaland Elite | No. |