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MRP - Recommendations for Security Conduct
#6
A lot of good things have been said already. From my experience with Security (specifically for RP), here's my two cents:

1. Be Reactive, not Proactive

For many roles on station, it's good to be proactive in your duties. This is not true for Security. Security is provided many tools to incapacitate antagonists and provide pacing to the round. Resist the temptation to have all the tools on hand to solve any situation before it arises. Allow a crisis to arise naturally and respond to the crisis where, when, and how it emerges. This allows for more dynamic rounds and provides opportunities for antagonists to create distractions and diversions, and to prepare for bigger, badder things. By being reactive, you give antagonists room to breathe and explore the role, and you give opportunities for members of the crew to interact with the antagonist and security in a naturalistic way. This also plays back into staying in your lane. 

An APC is destroyed? That's an engineers job. Several APCs are destroyed? Something more nefarious might be afoot and now it's time to start gathering evidence. Dead body? Hopefully it was an accident. Let's have a medical doctor perform the autopsy, and you'll be there with them to answer questions if any come up, or maybe you'll ask around if anyone knows anything about the body. Assume innocence and benign circumstances first.

What about if you're hot on the trail of a criminal who knows they're wanted? Then, I believe that you should let the antagonist set the tone of a scene. Did you arrive on scene and the antagonist is monologuing? Let them! Fire second, not first. Let them start the conflict. Try to let them establish what the general rules of the scene are.

Resist the temptation to prepare. Respond to problems as they arise, not before. 

2. Accept Offers and Say Yes

As a security officer, your primary role in game is to protect the crew. Your primary role in a meta sense is to engage with and oppose whoever is playing the role of antagonist. Underpinning everything you do is a commitment to roleplay. It is generally more interesting and healthy for the game if you accept offers to engage in roleplay. When an antagonist sets up a situation, encourage in yourself and in others the desire to say yes and engage earnestly with their idea.

This is something I see: An antagonist has a hostage. The antagonist states they have a hostage and has demands. A security officer walks up, fires their entire tazer at the antag, then batons them. Hostage situation resolved! The crew member is safe, the antagonist is in custody, and their contraband is locked away! Situation resolved! 

Except, here's my issue with that situation: it was an outright refusal to roleplay with another person. By denying that roleplay opportunity, it also denies further roleplay opportunities that could have emerged down the line. Maybe the antagonist has money demands. Maybe they want a pod. Maybe they want to negotiate for contraband. Maybe all three, and this isn't an exhaustive list. These all present opportunities for Security to reach out towards other members of the crew in other departments and involve them in the active situation. Suddenly, the late-join role of "Pod Mechanic" has intense relevance towards the round if the hostage taker wants a fancy pod in exchange for the hostage.

This extends to in game mechanics. For example, if an antag is using the fingerprint planter, engage with them on that level. Interrogate the framed person. Collect evidence. Build a case on how it would be impossible for X person to be at Y location. Try and concretely prove that it couldn't have been this person because of witness statements, access requirements, equipment, etc. Resist the urge to "know" the correct explanation.

Never forget that, as a security officer, you are still on the server to roleplay; with other officers, with the crew, and with the antagonist. Talk to and be approachable to everyone.

3. You're Here to Keep the Peace

We're all aware this is a game. We're all aware that there are antagonists and non-antagonists. Your job in game is to protect the crew, including crew who are antagonists. This means that you will sometimes have the difficult job of protecting someone you know has the meta role of causing grief. This also means that you will sometimes have the difficult role of handing out punishments to people you know do not have the meta role of causing grief. This point requires nuance, but it's important for having dynamic interactions and making the game fun for all. 

Importantly, this doesn't mean giving a free pass to non-human antagonists or open traitors to the station. It does mean that you will need to learn to differentiate between someone who is a jerk, someone who's a criminal, and someone who's an active danger to the station that needs to be dealt with, and how to deal with each with appropriate force.

Don't allow minor crimes just because you're waiting for major ones. The rules allow for non-antagonists to commit minor crimes within reason. Respect that by handing out punishments for minor crimes. Give out tickets and fines. Do minor brig sentences, possibly without searches or interrogations. Build and respect a set of procedures to operate by, and it will make the game fun and fair for all. Be seen as trustworthy and honorable, or at the very least, consistent in your actions. If someone commits a crime, regardless of who they are, doll out the appropriate punishment. 

This is important because it keeps the playing field fair for all. Punish crimes proportionally. Resist the temptation to "figure out" who is the antagonist. Treat everyone fairly.

4. You're The Stations First Line of Defense, Not The Last

This one may seem counter-intuitive, but as a security officer, you're the one who will be the first to seriously attempt to inhibit and disarm antagonists. There is a reason why security has very powerful, non-lethal tools to handle antagonists. Your goal is to try to defend the station and protect the crew.

What this means is that it's important to respect that role in order to appropriately pace the round. Know when to ask for help from the crew and know when to reject help from the crew. Remember that, as a security officer, you often have the backing of the entire station; the antagonist does not. Do not allow vigilantes under normal circumstances and resist deputizing/recruiting the crew unless absolutely necessary.

In my personal opinion (and others may disagree with this), you shouldn't fret about surviving or prevailing in every encounter. Don't throw your life and your tools away, but it's ok to walk into a situation that you feel somewhat certain you won't walk away from. There are many ways to re-enter a round, and at the very minimum, you are never more than 10 minutes from rejoining the game. It is ok to become overwhelmed; it is at those points that you can ask for help from the crew and/or the crew can naturally get involved. If a round gets super chaotic, that's ok. That is just one possible story that can be told. Letting go of control is the best possible way to tell a collaborative story. 

As a security officer, you'll be the primary opposition to the antagonist at the start of the story. Learn to go with the flow and let go of control for collaborative story telling.

5. Communicate, Communicate, Communicate

I've seen this point drilled into security about communicating within the department, but never forget that one of the best things you can do for the round is to communicate with everyone. When you've got your sights set on an antagonist, let them know. Want someone to come to security for questioning? Don't ask the AI to track them, ask the AI to make an announcement for them to come to security for questioning. Give crew and antagonists alike a feeling for how things are progressing. Remember that escalation is a two way street. The best confrontations occur when both parties know and understand the stakes. 

It's not fun if an antagonist suddenly bombs security without a word, and so the same is true in reverse; it is not fun if you spontaneously show up and taze an antagonist without a word. It's ok to give up your plans. Remember that this is a game, not real life, and it's ok if the antagonist knows what you're up to. This can even mean something as simple as "Comms are compromised. Let's set up a secure channel." This can be a fun puzzle/challenge for the antagonist to navigate. 

Some of my best antag rounds have come from a Head of Security jumping onto the bridge announcement computer and saying "This person is a threat. Do not engage them. If spotted, alert security." Everyone became aware that I was a threat, I become aware that anyone might give away my position, and both sides were aware that the stakes were raised.

Communicate. With security officers. With crew. With the antagonist. With everyone. Always communicate. 

6. Enable Antagonist Roles

Know thy enemy. I'm aware that this doesn't really fall under conduct for security in game, but there's no better way to understand how to act within one role than to understand the other. The relationship between security and antagonist is a bit of a dance, and if you refuse to learn the steps for your partner, you will always lack the necessary perspective to make that dance the best that it can be. The best way to understand how much leniency to give and how much pressure to apply is to be in the role where leniency and pressure is delivered.
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RE: MRP - Recommendations for Security Conduct - by Skotcher - Yesterday, 10:27 AM

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