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It's that time of they year when we rant about security.
REGARDING MURDA:
Way back in early SS13 design documents, security wasn't meant to have the authority to kill people. Guards were only meant to have the authority to detain people, executions required station head approval and guards who violated that could be arrested as murderers. Obviously this doesn't often work out that way.

You can however totally arrest or fire guards who kill people without a good reason. Same goes for vigilantes. Murder is murder, murdering someone for trespassing or having illegal items is a pretty shitty way to play the game. Traitors are fair game to kill as far as the game rules go, but don't just take a vigilante's word for it if you catch them bashing someone's skull in. It's trivially easy to get away with murder as a traitor by pretending to be a vigilante, thanks to this dumb aspect of player culture.

I think it's better to restore order and promote safety than to just go around removing people from the round whenever you think you can get away with it.

Good in-game reasons to kill someone: they're too dangerous to capture or they keep being an escalating threat after capture. Armed rampaging jerks shooting at you, obvious mass-murderers, abominations, nuke ops, mad bombers (if they're not putting in any effort to be fun), wizards, changelings, consistently trying to start riots, they're attacking you with clearly lethal intent and you don't have a safe way to deter them, etc. Use some discretion. If it's possible to capture them, I think it's best to prioritize that.

If someone is obviously bad at fighting, they're pursuing their goals non-violently, or they've committed some violence and murder but have been safely captured and searched, I don't think there's really any point in killing them. It's kinda creepy how much some guards used to enjoy performing executions.

Some of my most fun rounds as a guard or captain have involved being polite to captured traitors. Confiscate their weapons, lecture them about workplace safety, brig them for whatever crimes they actually committed, then release them and keep an eye on them. Offer counseling. Share a donut. Chat with them in the brig. Bullshit around. Keep your distance but don't rush to remove them from the round if it seems like they'll play along in a fun way. The traitors who got that treatment were thrilled about it and ended the round with a bunch of fun stories to tell.

If they just scream obscenities and keep trying to kill you, welp, airlock 'em or straight-jacket them and send them off to the test chamber for horrible experiments.

Vigilantes: obvious traitors are fair game as far as the rules go, but if you break into the brig to murder a captured traitor or you're caught cutting someone down with a sword or gun, you'd better not fuckin' cry to adminhelp when the guards arrest you. If you try to start an assistant revolution after you get busted for being a violent jerk, welp, fuck right off.
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