05-26-2024, 03:20 PM
I don't know, I don't really agree with this approach. I'd prefer to just keep stowaway as a trait, but perhaps limit players from playing security/command roles. I think there's real gimmick potential in a stowaway chef, bartender, botanist, etc. that would be totally removed through this change and it'd instead just make 2 players into glorified maint goblins.
I think the fun of stowaway is that you are a role, but not officially. Is that because you snuck on? Did your records just get corrupted and you lost your ID? Are you trying to be a representative of some secret organization who can't leave a paper trail? I think there's a ton of great options there that expand beyond what the stowaway job is trying to be that'd be closed off with this change.
Just my 2 cents, I'd like to see it remain a trait with some changes. I feel like the stowaway job forces players to be a boxed-in version of what stowaway provides and removes roleplay optionsĀ and backstory/gimmick potential.
I think the fun of stowaway is that you are a role, but not officially. Is that because you snuck on? Did your records just get corrupted and you lost your ID? Are you trying to be a representative of some secret organization who can't leave a paper trail? I think there's a ton of great options there that expand beyond what the stowaway job is trying to be that'd be closed off with this change.
Just my 2 cents, I'd like to see it remain a trait with some changes. I feel like the stowaway job forces players to be a boxed-in version of what stowaway provides and removes roleplay optionsĀ and backstory/gimmick potential.