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https://streamable.com/2i74fh
As usual I'll try to keep this readable and focused on what I'd be doing outside of the usual headmin work I've done successfully in the past (in an alternate timeline obviously I've never been headmin before).
The Anarchy Server
My current pet project: A low rules server designed as a mixing pot for all the other servers to get some grief out or do wacky semi-antagonistic shit with lesser consequences. RP will be maintained and enforced at the "/tg/ classic" level but antagonistic behaviour will be much less restricted for non-antags. We'll dial up dynamic, it'll be chaotic as fuck and the intention will be for players to join and have a bit of a pallette cleanse once in a while. Maybe it'll build a core population, but I think short, fun rounds will get some of the violence out of everyone's system in a controlled space. Now you don't have to wait for an antag roll to reroute disposals into space, or spray acid in people's faces as a funny clown prank!
It's an experiment, I've had loads of fun and great results in the past by relaxing rules. You end up with a tentative balance as the factions size each other up. Yes you can fuck with security freely, but they can beat you to death and hang you up in the bar if you do.
The Marathon Server
Marathon rounds are real fun, but a lot of effort to run. Campbell lends itself naturally to marathoning because no one fucking plays on it, but I think we could add just a tiny bit of structure and get a lot out of it. With some minor config/ruleset changes and using the community server that's already been set up for the revival, we could get some new, interesting scenarios out of the server that we rarely get to enjoy on /tg/station outside of the yearly marathon round. We could even put together a leaderboard for crews that kept it running the longest. I think there's a lot of fun potential there.
The Admin Team
I think we have a decent team at the moment, and I'd like to continue that. Accountability is at an all time high, with hard but important decisions still being made when it comes to admin's misusing tools. One issue is that enforcement varies widely and many players have begun to notice this, to the extent that it's becoming common practice to adminwho and change your behaviour based on who is online. I think this causes a lot of problems for both sides. For players, it means they feel like they have to use OOC knowledge to dictate their in game behaviour to avoid punishment. In part and from some players this is a deliberate exercise in toeing different lines depending on who's online, but I think this inconsistency is just less fun to play around in. We have so many admins and so much coverage, yet people will get away with doing the same thing a dozen times before they get called out on it, and then it feels like bullshit for all parties involved.
On the admin side, it makes those conversations way more difficult, and makes it really hard to stick bans to people who consistently toe the line and make the game less fun for others. If I'm elected, I'll be working to set some firmer standards, not in expanding rules, but in improving noting standards and structuring some clearer guidelines for expired notes. We need to keep better track of conversations, but we don't want to unfairly build up records on players, so a smart compromise is using expiring notes more effectively. I'm happy to discuss this further but don't want to bulk up the main post with lengthy guidelines.
Headmin Terms
We've been, for some years now, experiencing headmin dynasties. While not necessarily bad, I don't think I'm the only one who has felt that the stability has resulted in stagnation in many aspects of the role. Headmins seem to come in, get about 75% of what they wanted to do done in term one, then stick around for a couple more terms not really pushing for any other tangible changes.
I would propose that no headmin can have two terms back to back, but can still run with a term gap inbetween each term. Obviously this would require the agreement of other headmins, but I think it'd be an ultimately beneficial policy. To avoid any accusations that this is a self serving policy designed to make it more likely for me to win in the future, should I be elected and this policy be enacted, I will never run for headmin again. Ever. I'm that committed to this policy being an ultimately positive one for the health of the server.
The Community
I hope that my time in the community has shown you can be a hostile asshole without resorting to the kind of behaviour that makes our community inaccessible to potential players too close to the mainstream. We've had a particularly high profile case recently of a headmin treating a player from another community badly for no real reason. Frankly I think it's a shame to be represented like that, and I appreciate there's a portion of the community, particularly present on the forums, that embraces that exclusionary behaviour because it's probably what they enjoyed about the internet ten years ago, but it's bad for our future. I want us to have good working relationships with other communities, I want us to continue to grow and gain more players excited about SS13 and curious about the weird shit we do here, and I don't want that to be barred behind a "You must be this toxic to enter" sign. I'm disappointed that the headmin team as a whole has implicitly endorsed this behaviour by allowing it to continue and escalate unchallenged.
I'm not intending on a purge, but gradually dialling back the toxicity, exclusivity and hostility would be nice. I think moving more discussions to involving players in discord might be better than relying so heavily on the forums for some topics, and with the introduction of threads and their automatic archiving I think this may be an easier way to communicate. In the same way that talking to someone on a call tends to be less hostile than over text, I think there's a similar effect by moving some discourse from the forums to discord.
We're all human, we're all real people, and we should treat each other with some charitability because being shitty to other people doesn't make you feel better long term and it certainly doesn't make other people feel better. We're in a community based on a video game. We're here for entertainment and because we all like the same weird ass fucking space game. I'd really like us to be a little more positive to each other and I think that starts from the top.
Events
I'm talking about the smaller scale, ad-hoc improvised stuff here, but I've noticed that despite a large influx of admins, the art of eventing is becoming rarer and rarer. Planning is nice, but the longevity of the game relies on some gamemaster style manipulation and interacting with the playerbase to make the world alive, dynamic and endless. It's the greatest value of having a roleplaying system in the first place, and I believe SS13 reaches the greatest heights as a story generator.
This is a relatively minor change, but event training should be part of the admin candidate and trialmin process. Not only will this give them these skills to use, but it'll also establish a better sense across the team for what a good event looks like. Just as an aside, I'm keen on putting together some resources for event running, but more on that outside of the headmin elections.
TL;DR
- A low rules anarchy server where you can reliably experiment with more antagonistic behaviour
- Officialise Campbell as a marathon server with a special ruleset and community backing to achieve long rounds and novel station states
- Improve consistent enforcement through a refreshed noting structure with heavier emphasis on expired notes to avoid the "notes as a punishment" problem
- Prevent back to back headmin terms to reduce the "headmin dynasty" problem
- Bring more discourse to discord and promote a more positive community atmosphere both internally and with other SS13 communities. Aim for growth and a more welcoming community.
- We should train admins on events to avoid the events being shit and to maintain event running as part of our culture