I don't take the trait entirely because it falls into my personal purview of "It's going to create situations that are less fun than it'll create situations that are fun" to me, mostly on the basis that I think "Dismissing crimes" has become a kind of functional default a lot of the time, which also means that people seem to feel it's an inconvenience to not have those crimes dismissed. Which in itself feels very meta, and I feel discourages more unique reactions to it.
I've seen some really great RP from it from both officers and the crew. I would say that's really not the default in my limited observational experience and over time. That it's a randomized crime as well seems on its face to be great: a novel improv experience each time as you and an officer discover that your blorbo hasn't paid their parking tickets. I think however this often contributes to the problem: People see it as arbitrary, and treat it thus as arbitrary.
This absolutely applies both to the trait selector and security. I've had people bugging the AI (circumventing security entirely) to try and get a record cleared which is incredibly incongruent unless you're playing some kind of "don't you know who I am" VIP.
But still, I think the times it works almost, almost make it worth it:
- I've seen people genuinely engage with the system on both sides, blagging excuses for their crime or working it into the character narrative.
- I've seen people opportunistically use it as an excuse to "talk" to an officer in a more isolated environment. For evil.
- Rule of funny is that sometimes it is just very entertaining to see someone being arrested when they've forgotten (or intentionally elect not to ic remember) their criminal record.
I'd say that the idea is still sound, but we'd need to be more consistent in both treating an arrest record as something to engage with, and also committing to the bit when we select the trait. I don't know how to get there beyond making it more costly points-wise so that anyone who wants to do it is genuinely making a cost-sacrifice to do so. That's not really a great solution though and doesn't address the other side of the equation except to hope that security also engages with it too.
I've seen some really great RP from it from both officers and the crew. I would say that's really not the default in my limited observational experience and over time. That it's a randomized crime as well seems on its face to be great: a novel improv experience each time as you and an officer discover that your blorbo hasn't paid their parking tickets. I think however this often contributes to the problem: People see it as arbitrary, and treat it thus as arbitrary.
This absolutely applies both to the trait selector and security. I've had people bugging the AI (circumventing security entirely) to try and get a record cleared which is incredibly incongruent unless you're playing some kind of "don't you know who I am" VIP.
But still, I think the times it works almost, almost make it worth it:
- I've seen people genuinely engage with the system on both sides, blagging excuses for their crime or working it into the character narrative.
- I've seen people opportunistically use it as an excuse to "talk" to an officer in a more isolated environment. For evil.
- Rule of funny is that sometimes it is just very entertaining to see someone being arrested when they've forgotten (or intentionally elect not to ic remember) their criminal record.
I'd say that the idea is still sound, but we'd need to be more consistent in both treating an arrest record as something to engage with, and also committing to the bit when we select the trait. I don't know how to get there beyond making it more costly points-wise so that anyone who wants to do it is genuinely making a cost-sacrifice to do so. That's not really a great solution though and doesn't address the other side of the equation except to hope that security also engages with it too.