britgrenadier1 wrote: ↑Tue Dec 12, 2023 6:31 pm
Lore aside nobody has really addressed the fact that more heads is just good for the game, or the fact that speciesism rp is only going to be improved by having heads be non human. There’s lots of good stories to be told.
It's hard to tell a story about anything like this in a tight 90, but removing the setting-suggested speciesism would make it more of a character trait if you were to express it.
At the same time, if like Dendy said, we want the 'lore' to be stuff that actually matters and is felt in play, not fluff, then the current restrictions do that. You have to choose to be anti-speciesist, in effect. That's very much a story too, and one that MB brought up can have a lot of drama involved (though like all stories, you eventually get tired of hearing the same one on repeat, every round you want to be CMO, potentially.)
"But if you give people no reason to be speciesist, will they be speciesist?" is sort of what this gets at to me. Embodying the speciesism in the setting gives people something to grab on to and decide "is my character in step with this, or do they reject it? How do they feel about it?" It's permission and part of having people have speciesist characters beyond "their metagangs are obnoxious" or "just don't like'em" is having it in some way embodied where decisions around species matter. The current setup satisfies that.
I agree that it is pretty dumb on lore/believability, but like you said - setting that aside.
More heads don't necessarily make the game better. The way they are right now - they can be antags, they're mostly job+ in terms of actual power - makes them swingier than regular crew (they can have a bigger impact.) They come with access and batons which can be used, abused, or stolen. Having more heads in the round enables more movement, but it disperses the responsibility for that movement more widely (solo command HoS acting cap vs. a full command staff, for instance.)
Playing as a member of the crew, you don't necessarily lose out if none of that is there. You don't necessarily benefit from your department having a head that will kill you or go off on one and do some dumb shit. You shouldn't really expect anything from heads, because as designed, you reliably can't. That goes both ways with heads and their staff too.
In my experience, Manny is pretty cosmopolitan already, like RBF said, so nonhuman heads and crewsimov wouldn't change the vibe as much as it might elsewhere. Silicons are also pretty well-restrained even when they've got a free leash to kill or fuck with nonhumans - potentially more than they should be - in a way that would make crewsimov an easy move too (which you wouldn't have to do with this change, but I think would be pretty natural. All the law hijinks are still possible around 'crew' rather than 'human.')
Most of the loss then is just on people who want to play heads but also want to play their distinctive characters and currently can't. I think that alone is enough to warrant doing it or giving it a try.