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New antagonist idea: the accomplice
#3
(05-10-2025, 07:02 AM)Lefinch Wrote: So, from my initial read of this idea that I'm still absorbing: It's kind of like a less cohesive conspiracist, or as you've posited it primarily for RP kind of like a rev without the revolutionising part, combined with a mindhack that costs 0 points but has more potential obstacles.

This is basically my alternative to changing the rules so antags can force you to do something only they could normally.

(05-10-2025, 07:02 AM)Lefinch Wrote: I think you've highlighted one big issue that'd have to be worked out: how would we handle contradicting orders? I'd add and say how do you think we could handle making sure this doesn't have the same problems that lead to conspiracists being taken off as a mode (primarily that they weren't great at actually organising, a lot of them just went off and did their own antagonism) or miscreants, another type of "grey area antag" we used to have that also got removed because people would not really keep to their lane on doing that.

A lot of the greyness of it comes from not knowing when they would be allowed to do antaggy things and who they should be following at the moment. I think a on-touch sort of activation by the antag or maybe a keyword that makes an Accomplice follow a specific antagonist for the rest of the round is a good way to solve that but I think it might open the issue of antagonist just rushing getting as many Accomplices as possible so in that case there might need to be a cost for knowing their identities but I think but THAT basically just makes it so that most antagonist also get a mindhack if they want to.

(05-10-2025, 07:02 AM)Lefinch Wrote: I'd add and say how do you think we could handle making sure this doesn't have the same problems that lead to conspiracists being taken off as a mode (primarily that they weren't great at actually organising, a lot of them just went off and did their own antagonism)

Ideally people who aren't team players wouldn't pick this role since, to reinforce this I made sure to say they can't set their own objectives.

(05-10-2025, 07:02 AM)Lefinch Wrote: There is a core theme of your idea that I do really like but I think has a lot of questions to answer to make sure it's implemented well:

"I would love the idea of being able to threaten someone into serving my evil plans or begrudgingly (in rp) work with someone...without making them or me breaking the server rules."

This is always a tricky area as is and it crops up all over: What's the line between signing a chaplain's faustian contract? What about someone using syndicate intelligence to coerce you? What about gangs using intimidation tactics to keep you in control? I've previously advocated that while it's complicated moments like this are very cool and I'd love to see them implemented in a way that makes the line less blurry for players. My personal opinion is with a bit of common sense it's actually possible right now as long as you're doing it in a way that's well RPd but I appreciate it's a commonly cited problem.

I do also think it is possible with common sense but I don't think it is very likely to happen. Also, while I wish it was possible, having any rules rely on common sense is basically a guarantee that they will get broken.
Right now as far as the server rules as read on the wiki say "Only minor crime is permitted for non-antagonists." which gets ignored a lot sometimes for good sometimes not I think breaking the rules for cool moments shouldn't be required in the first place.
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New antagonist idea: the accomplice - by Gomp - 05-10-2025, 06:15 AM
RE: New antagonist idea: the accomplice - by Gomp - 05-10-2025, 07:49 AM

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