12-07-2024, 02:30 AM
I'm not very sure about what I think about having the "protective" traits of being deaf/blind with variously reduced downsides. Hypothetically, if a visor gives you eye protection in a department you wouldn't usually have it, but also does everything your usual eye-slot department tools do it sounds like less of a trait that should give a point to me, and again to me: that seems weird.
I've also never been too sure about auditory headsets not having their job channel at round start, however. It's a social deduction game and taking away your department's primary form of in-house communication has always felt like it's not quite right. So I guess I'm 50/50 on this idea. One thing I would want to avoid is a scenario where a +1 trait involving a disability is a strong meta choice. A little give and take works fine but too much helpfulness or unhelpfulness and I would hypothesise a lot more deaf and blind characters for what I would personally consider the "wrong" reason.
an alternative is to completely remove the lot and they just ersatz 1:1 substitute for seeing/hearing without any drawback or benefit and make it cosmetic. I really don't know what I make of that one.
I've also never been too sure about auditory headsets not having their job channel at round start, however. It's a social deduction game and taking away your department's primary form of in-house communication has always felt like it's not quite right. So I guess I'm 50/50 on this idea. One thing I would want to avoid is a scenario where a +1 trait involving a disability is a strong meta choice. A little give and take works fine but too much helpfulness or unhelpfulness and I would hypothesise a lot more deaf and blind characters for what I would personally consider the "wrong" reason.
an alternative is to completely remove the lot and they just ersatz 1:1 substitute for seeing/hearing without any drawback or benefit and make it cosmetic. I really don't know what I make of that one.