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MRP - Recommendations for Security Conduct
#1
Hello,

I have been playing SS13 Goon Station for about over a year. With having played Security on and off within that time period - I'm kinda on a 'security kick' and intend to play the department at a increased frequency for the near future. 

My hope is that we would share suggestions on how Security an its various members should play the job. I understand this isn't an exact science and some people might differing options on things.

To elaborate - Is there any kind of behavior you want to see from security officers/assistants that you either don't see or don't see often enough?

My example would be

Members of security reporting in once they have spoken to or interviewed a suspect.

As both in and outside of security - I have see frequent interactions where person X becomes suspected of a crime. Its not uncommon for said suspect to be questioned by a member of security - and then another member - and then another member....

As a security officer - I feel silly when I find our mystery man/women - ask where they have been at the time of said crime, and learn that i'm actually the fourth officer to ask them this. 


I'm mostly asking these question as - with me playing security more often - any feedback here might help me improve my gameplay or correct any undesirable behaviors i'm not aware of or need to work on.
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#2
Hi, I see a lot of players as a Head of Security and each has their own style of security roles. Here's my view:

1. Talk And Explain Things To The Crew
This isn't something I see super often, but too many security players end up staying in the department all day or, even worse, patrolling the station without saying a word to non-security crew members. Your job is to keep the CREW safe first, then the station. If they don't trust you, you can't do your job and then I get a bunch of complaints about people running into their departments, arresting a guy, and running out without explaining what's going on and freaking everyone out. 

2. Evidence Is Meant To Be Presented
Tons of things are explainable very easily. If you have someone walk up to you and say "Such-And-Such murdered me, please go arrest them", it's pretty simple to go find Such-And-Such and take them in to charge them without having evidence that it actually happened. It always warms my heart when a member of security actually builds a case file and sticks evidence in the evidence box to present to a suspect when they inevitably lie about not doing something, as opposed to putting everything in a contraband locker with everything else and rooting through it whenever something minor is asked about. It's understandable that this may happen when a lot is going on, but when you only have one suspect it's nice to see.

Also, don't arrest someone without hard evidence. Words are not hard evidence.

3. Words Break Bones
As an authority figure, a lot of eyes will be on you. In your uniform, you're representing the rest of your team, and with your words you speak for them. Remain civil and polite to those that have done no wrong, or even to those that haven't done anything major. One bad officer brings the whole bunch down with them, remember that security is the side of justice. If a person trespasses into security to steal your donuts, calmly yet firmly ask them to leave. If a person trespasses into security to set a bomb, then that's probably the sign to get the gun and yell at them.

4. We're Human Beings
Remember, the antagonist you are arresting is a real person, playing a video game. Telling them off for killing a person is one thing, personal attacks on their character and/or berating them is a major no-no. We're all here to have fun, so don't bring a person down for real.

5. No 'I' In 'Team'
As security, newer players will always make mistakes. As you said, this isn't an exact science but everyone is bound to do something wrong eventually. Teach them how to fix it and show them kindness. I've seen some officers yell at a new security assistant for something they genuinely didn't mean to do, which will scare them away and make them resent security. If you see this, report it to a HoS or captain, and in a lot of cases I would recommend reporting it to an administrator as well.

__________________________________________________________________________________________________________________________________________

This isn't an exhaustive list. There are dozens of things to keep in mind when playing security, but these are the major things that I want to see.
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#3
I agree with literally everything Zhail said but would like to add that I personally think gear you aren't given roundstart should be kept to a moment where you KNOW it will be needed, rather than that you MIGHT need it. Big examples of this to me from security are Gas masks and Insulated gloves, not only do these pre-emptively halt antagonist actions but they also make you look less approachable as you look like someone trying to win rather than trying to create good RP opportunities. A couple examples of good times to use things like this are: An antagonist is consistently running into space to evade security, so you grab a space suit. A rogue AI has begun electrifying doors, so you grab insulated gloves. You plan to use capsaicin grenades to arrest someone or shut down a riot, so you grab a gas mask.

Not only does waiting until you need something create a more interesting story for the antagonist, but you seem more approachable to the crew.
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#4
the main thing is always just to not get into the mindset of winning.
the best way to do this is to remember that your CHARACTER wants people to NOT be harmed and to stop the law from being broken, but also wants MAX PRODUCTIVITY.

two people fighting in the bar? arresting both of them is double the anti productivity. tell them both to knock it off and if they do it again brig them. all the time between arresting and brigging is time where, more or less, youre sitting there twiddling your thumbs until you can play the game again. prevent that from happening- arrests aren't always needed, and so long as people stop illegalin' you'll be okay.

basically, leave brigging for when it's truly necessary. almost all non-antag incidents can be completely dissolved with words and a stern enough talking to. it's also fun, because this is a roleplay interaction game and not a +30 points for jailing the guy who threw one (1) punch game
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#5
Zhail said most of what i had to say really. To give my listicle

Talk first.

Most situations are resolved by discussion. Take reports. Share reports. Ask what happened. Ask them to stop. Theres a time to fight. Theres a time not to. Giving people time to talk creates more rp opportunities, and gives antags a chance to escalate the way they want to.

Weapons are for fights

Your guns and batons and flashes are cool and fun to use. Use them when you can't subdue someone without them. Don't start an encounter with a gun out unless you know they're actively dangerous or are responding to such.

We are here to respond not to prevent

Don't try to catch a tiger by the toe. We're not supposed to be the onrs setting pre emptive traps, they are. Dont "patrol " places every antag heads to. Relax. Rp. Its fun. You can chase thr baddie after they do their bad. If you're alerted yo a bad in progress go ahead and go. And say you are because

Communication is everything

Say you're responding. Let other people respond. Say what you're doing and why. Voice your thoughts. Security is most fun when people are communicating. And when it comes to responding..

Don't Smother

You don't need to respond to every call. You have a team. Let others share in the fun. You can be backup sometimes. Dony silently push and rush to everything. Secball makes everuone have less to do.

Be dumb, but smartly

Don't always know everything. You can know an antag when you see an antag but you don't need to question everyone in toxins. You don't have to chase every yellow c. A husk doesn't instantly mean a ling...suspend disbelief a little and let the baddies have breathing room. You'll have time to baton them. If a situation looks out of hand? Step in. People don't get a free pass but you can also accept a stupid excuse sometimes.

Be chill

Remember we're here to give the antags something to have as opposition. We don't "win" or "lose". Neither do antags. However if you make an experience rotten everyone loses. Yes they use the dame syndiesona everytime. You can still find out who it is even if you know. What if the clown is Hyena this time becauee clowns laugh? What if its a body double or someone framing them.

Do the job

And finally: if sec be sec. Sec offs quitting to go do azone advrntutrs and stuff happens sometimes. Or they turn coms off to go on a date. Or whatever. Try to remember that sec gave you sec tools. Theres always time to do other stuff. Maybe not as the 1 of 4 people on a shift with tools and a job to fight.
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#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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