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Intruder Alert* on RP
#12
(09-22-2025, 11:10 PM)Taylorstar Wrote: I feel that a lack of crew member damage or death is a good indication that not enough action has happened up until a certain point and while that is not an indication of what role playing is going on which can be very exciting and cool without any harm/death, It might be a good measuring stick to see if the rounds pace needs to be broken up with a small dab of action and excitement.

HEAVY DISAGREEMENT.
Antagonist actions do not have to result in combat, destruction or death on RP.

It's about being a driving force for interaction for players.
Not every antag encounter has to be violent.

If infact every antag has to kill or damage the station.. it would get very blant and meta-ey like in classic.

There is a reason the unspoken rule of security is: "Let antags antag abit, as long as they do not break or kill... keep punishment on the lesser end."

The most fun antags drive a story... like an antagonist running a DnD campaign as a Wizard but has people sign a waiver that if their charater dies, so do they.
So suddenly the wizard's abillities litterly become consiquences of the DnD campaign and you don't want to kill the wizard since he has permission to kill it's players.

Or a changeling suggesting to have a wrestling competition.. but clearly cheats by stinging people and takes the grand prize for themselves.

Or a vampire clown that's a menance by breaking in and doing extreme pranks wich may end up in damage or death.

It's all about how you use your kit. Heck I seen a traitor QM litterly start an arms race to sell a lot of syndicate weapons to crewmates and the captain was like: "I'll allow it if they give 50% of the profit." And yep.. you guessed it... other antags started fire fights with it. The QM Antag got away with his crime since it was "allowed", didn't kill or cause death directly but indirectly.

This is why I will always say... if you suspect someone is an antagonist... DO NOT INSTANTLY TRY TO KILL THEM EVEN IF IT'S OBIVIOUS! It might be a fun gimmick.
If we start saying: Every antagonist has to "KILL" or "DAMAGE" ...It will result in security being more vigilant and players being more vigilant.

It be like playing a DnD campaign where you know the evil vampire can kill so you attack them right away and pile it on with the villagers... you end the campaign then and there... no story.. but if you let the obivious vampire talk, you might uncover a cool story where you have to saved a loved one from the Vampire's grasp. 

Anyway... sorry for the wall of text, but I do not like the thinking of: "ANTAG MUST KILL" as a measuring stick for good antagging.
Cause "ANTAG MUST KILL" is the most BORING form of antagging to me. Fun antags you talk about their plans and how to stop it and if people die.. it causes more pressure wich is fun!
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Messages In This Thread
Intruder Alert* on RP - by Danger Noodle - 09-20-2025, 12:54 PM
RE: Intruder Alert* on RP - by Taylorstar - 09-20-2025, 10:29 PM
RE: Intruder Alert* on RP - by Lord_earthfire - 09-21-2025, 01:26 PM
RE: Intruder Alert* on RP - by Danger Noodle - 09-21-2025, 02:28 PM
RE: Intruder Alert* on RP - by JORJ949 - 09-22-2025, 04:34 PM
RE: Intruder Alert* on RP - by Kotlol - 09-22-2025, 02:17 AM
RE: Intruder Alert* on RP - by Danger Noodle - 09-22-2025, 05:54 PM
RE: Intruder Alert* on RP - by Taylorstar - 09-22-2025, 11:10 PM
RE: Intruder Alert* on RP - by Kotlol - Yesterday, 07:07 AM
RE: Intruder Alert* on RP - by Angel - 09-23-2025, 09:52 AM
RE: Intruder Alert* on RP - by Glamurio - 09-23-2025, 03:13 PM
RE: Intruder Alert* on RP - by Emimiyu - 09-23-2025, 06:52 PM

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