DrAmazing343 - A Campaign for Love

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DrAmazing343
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DrAmazing343 - A Campaign for Love

Post by DrAmazing343 » #741885

Who Is This Strange Purple Woman?
Hello, /TG/! My name is DrAmazing343, better known to some for my character on Manuel, Jane Sierpenski. I've technically been around since 2017, but took several years off of Space Station 13 before it well and truly grabbed my attention during August of last year, when I began to play properly. In my time, I've come to know many, many people, even across the Sybil (my ancestral homeland) and Terry servers. While I'm most well-known on MRP, I do not want to necessarily let it define me or my candidacy, as I believe the role of the Headmin is one that walks the lines betwixt each servers to ensure that the constituents of each have the greatest experience that only Space Station 13 can bring. I'm currently a Trial Admin amongst the team, after having been invited to join a little over a month and a half ago, and in my time I've received a few compliments on my feedback page. While the grand majority are from fellow admins, I'd like to believe that I've still delivered to the rest of the community through personalized events, friendly conduct, and an absolute flood of djminning on Manuel, with a little bit on Sybil and Terry as well.

What Are Her Values?

Given my home server, it's easy to say that I value roleplay as the highest thing to strive towards and enjoy among the content of Space Station 13. I still do, however, quite enjoy a lot of the mechanical side, having swam deep into the pools of Chemistry and even quite a bit of Greytiding* in my time. While I would say I'm a good candidate for roleplayers, I still deeply respect and enjoy watching the antics of those mechanically-minded, and have relished in lots of the insane contraptions and dubious plots that I see more on LRP given the greater openness in the sandbox. I believe that fair play, good faith, and intent to have fun are the pillars of our community, and so I hold these higher amongst any more defined ideology I could come up with to describe my thoughts.

What Are Her Goals?
I believe that although we see quite a bit of strife within /TG/ today more than the past year, this is far from irreparable. Like a phoenix, this server can still stand to rise from the ashes of what came before, renewed and glowing furiously once more. That is not to say my predecessors have done poorly— moreso that because of a few poor decisions in particular and a lot of player outrage coming to a head, we've come to stand in a state of relative disarray. With my Campaign and the love I hold for this game, I hope to revitalize this server to go back to the roots of what we're all here for; that is, a wonderful game, full of depth and intrigue, that we've all one way or another come to love and enjoy. I believe that through this shared love, we can overcome any hardship within our community, and strengthen what binds us all together, regardless of individual server or player.

How Will Her Foul Schemes Be Accomplished?

As a demonstration of my love and dedication, I want to address something that's sort of bugged me ever since I've come to play regularly— in this case, the perceived inability to approach the Headmins as a lay-man. While technically possible via a ping, direct message, or through our #help-tickets channel in the Discord, I want to fully address and encourage the ability for the common man to come talk to us on the Big Red Phone via an

Open Door Policy!
The idea of the Open Door Policy is simple; ping @head admin in the #help-tickets channel, and receive a private thread with which to share your thoughts, concerns, and feedback directly with the men and women upstairs. As the biggest proponent, I will happily do my best to answer each and every Open Door ping I get, and attempt to satisfactorily help players with their concerns. Whether it's filing an appeal, a complaint, asking advice, or coming to us with concerns about our Headminship or the greater policy of the servers, I'd like to maintain an Open Door to help keep a finger on the pulse of the community and engender faith and trust between the playerbase and the Headmins.

Another one of my biggest concerns is one that is very relevant now that I've become an admin, and it's one that continually ebbs away at me, so I'll be happy to touch on it during my term, if I am elected. This is, of course, the endless debate and emotion-fraught state of

Notes As Notes, Not Punishment

It's very difficult to make a note not feel like a punishment- whether because it's the evil badmin out to get you, or you're getting flashbacks to a scolding from your parents. It NEVER feels nice to get a note, but within my term, I'd like to make strides in addressing the presentation of notes. While there's no easy ways to immediately better this situation, I believe that a concerted effort to ensure our admins conduct themselves with respect and empathy will eventually take a bit of the edge off. Personally, when I hand out a note, it's damn near agonizing— but still very, very important to maintaining a fair and free playing field when it comes to keeping out players who are not right for our servers, or for setting players who are making mistakes back onto the right path. Because of this, I try my hardest to empathize and support even problematic players when handing out my notes, assuring them that this does not make them a "marked man" or that I hold anything against them. I may not be a model, especially with my relative inexperience in adminning, but I believe fostering that empathy and compassion with concentrated effort among our team will yield greater results than we've seen yet.

As another step towards fighting the evil demon that lurks within the brain because of bad notes, I'd like to take another practice I hold, and try to expand it. That is, to...

Encourage More Positive Notes, and Canonize Antag Tokens
Currently, admins are allowed to create positive notes for players for good roleplay or significant accomplishments. They can even add little "tokens" to them, but by and large, we're restrained from handing out antagonist tokens straight-up barring total server failure or absolute event fuckup. As another step towards creating a positive give-and-take between admins and players, I'd like to use my position to encourage more admins to hand out positive notes, and educate admins that may not consider it much to do so more often. On top of that, I'd like to make antagonist tokens a legitimate option when handing out these tokens, as well. My current idea is to allow one antag token per admin per player every six months— that is, a player can only receive one admin token from a specific admin per each six months. Each admin can still hand out as many unique tokens as they'd like, and a player can likewise receive as many from unique admins as they can pull off with their impressive feats of roleplay or mechanics, but in the interest of fairness and transparency, I feel a six month "cooldown" will help to prevent concerns about favoritism as well as keeping an antagonist token as a very special thing to be given. Just the same, normal "tokens" of other miscellany will still be unlimited and more or less unrestricted as per current policy.

Adminning ideasguy aside, I'd also like to address and bring back a conversation had during the nearly previous Headmin term. As many of you may know, trawling Player's Club and Policy Discussion, there's been some debate and discussion in regards to bans and notes being handed out to players who are teaching their friends, and metacomming to do so. While I still believe streaming rules should be as they are, and metacomming rules should be by and large untouched, I do think there should absolutely be more leeway to allow you players to induct your friends to this wonderful game! To that end-

Creating and Expanding Rules on Mentorship and Metacomming
While flashy in name, I think this is likely to be one of the simpler things I wish to accomplish with my term, after much discussion with the community and my fellow Headmins. My current plans are to allow players to adminhelp and be given explicit permission by an admin willing to keep watch in order to metacomm when teaching players under a certain threshold of hours; initially, I'd like to propose fifteen hours of living time. While, again, this is something you can technically do, it's far from being given a proper place in policy, and I'd like to keep as many things above-board and written in policy as I can. I think it would be invasive to have an admin lurking in the voice chat or something like that, but I believe that as long as we allow reasonable leniency and there's good faith demonstrated by both players during the process, this should hardly be a super problematic thing despite very valid concerns of continued metacomming. More than that, I think this is an excellent way for us to grow our playerbase and engender an environment of learning for new players as well as letting them learn some of the zany, batshit things they can do in the game quicker, absolutely hooking them in to our DEVIOUSLY fun game. As for the another "mechanic" of this program, I'd like to add an expiring note to both the mentor and the mentee bearing the ckey of the other partner in order to keep track of who is with whom, and for accountability. These notes would not and should not have any other bearing on the players unless they act in bad faith and are kicked from the mentorship program or otherwise cause undue harm to the greater play experience of others, also resulting in expulsion from the program. This does not have to be a binary thing, but mentors should take care to be on their best behavior regarding rules when teaching newbies, as metacomming is an incredibly large advantage to have if one tries to use it to meta-game. If necessary for tracking purposes, we could also utilize the watchlist system, but I do worry about watchlist fatigue resulting from this. If any other administrators have input here, I'd love to hear it, since it'd be a weight for the whole team to bear.

Now, as for policy in a more meat-and-potatoes sense concerning the game, another thing I've always been at odds with on MRP has been Security's propriety to game-end antagonists and shut down any chance for a fun back-and-forth cat-and-mouse story to unfold, or even simply allowing antagonist gimmicks at all. While Security teams rise and fall, and each era has seen more or less leniency in this sense, I'd like to take a jab at helping these stories to unfold with less of the no-fun no-selling from stone-cold Security teams. I understand this will be wholly controversial, so I'm especially willing to budge and adjust as per the community's wishes as well as those of my fellow Headmins, but it is a serious problem I've seen. To help with this, I'd like to

Increase Antagonist Protections on MRP

Initial Idea:
Spoiler:
This will sound scary to some, and downright disgusting to others, but I've seen far too much field-execution and prompt locker-based round-removal of budding antagonists to not want to do something with the power of a Headmin about it. I respect our rules for allowing Security to handle threats as they see fit, but I'd like to apply a specific rule to Security policy for starters; "Security must make a reasonable effort to revive and contain antagonists unless otherwise uncontainable." While the phrasing and intricacies here are malleable, I'd like to apply this in some form or another to encourage stories to unfold. For example— John Syndicate uses a Cryptographic Sequencer once, then shoots at Security before totally being batonned down, completely shutting them down. Security proceeds to apply the death penalty as per the Head of Security, and then, because they were the only antagonist of the round, Manuel has a one and a half hour Greenshift because John was round-removed on contact. Does this create a good story, and a paranoia-laden gameplay experience, as the game's intent seems to be? I'd argue not. Encouraging the use of the Permabrig and the Gulag, while scary from a Black-Orbit bearing Officer's perspective, is near suicide, and I can understand that. I want to allow Security to take awful situations like that and treat them with gravitas, which is why it is a "reasonable effort," rather than a total mandate. In situations such as poor John's here, however, he'll still have an opportunity to play, even escape, or to broker a deal with Security for release, given he's not rotting in a locker.
Current Idea:
Sometimes, on Manuel, antagonists face a worrying propensity for Security to not "play ball" with their gimmicks or grandstanding, and find their rounds summarily cut short when they are caught unprepared or unwilling to fight as hard as Security does. While I do not mean to villainize players who enjoy Security, I do find myself disgruntled with how often I see antagonists field-executed and lockered after doing very little, or making a paltry attempt at violence and flopping hard. Part of this appears to be an enforcement issue, doubled-down by a lack of ahelps, but is also something I cannot currently find an easy way to solve via policy. Security players already step around a litany of little caltrop-shaped guidelines that bring pain when oft they just want to do the right thing and protect their station, but at the same time as I wish to allow these freedoms, so too do I wish to see interesting stories wherein both Security and antagonists see lengthy conflict, grandstanding, and roleplay above all else on our beloved MRP server. While I do not have a satisfying one-size-fits-all solution to this problem as of now, I will maintain a promise to take action against those that seek only to win, rather than to roleplay, and to find a way to make the Security-antagonist dynamic better for many terms to come. With this, I'd love to hear the thoughts and ideas of the community, as I strive to find solutions myself.

Now, with that out of the way... one last thing!

Enforce Human Authority: 0
I cannot promise that I will be able to get a Headmin majority vote for this, or that it is even in the cards for my term. Despite this, I'd still like to put it forward, and fight for it as hard as I can, because I believe that allowing nonhuman heads is exactly the sort of spice in the pot that could help to refresh the game for a lot of people. There have been endless debates over and over about lore justifications, or relative quality of Heads, but I'm hardly here for those. Instead, I'd like to campaign for this as a nod to all the players that I've seen excel in leading, who have a good head on their shoulders, and who deserve to enjoy at least some of the Head roles that are so oft cherished. Folks who will eagerly take the mantle from a Head of Personnel when their original Head fails to show to work, players who are an absolute joy to have at the head of the Departments— all denied because of what we've decided is right and wrong to be able to play here. I do not wish to make changes to roundstart Asimov, as I believe the push-and-pull friction between the AI and nonhuman Heads will still create a lot of good roleplay, but I do wish to permanently open the way for all players to enjoy at least a majority of the Head roles without having to awkwardly create a Human static or rename their Little Guy for the occasion. I know that this echoes Bmon's campaign sentiment in a lot of ways, but it is only because I agree ENTIRELY that I write it here.

How Do We Know She Isn't Full of Shit?

In short— you don't! I can one-hundred percent understand some anxiety or hesitation in giving me your vote at the polls. I do not have the grand repertoire of accomplishments and policy that the other Candidates have carved out during long tenures with the team or within the community. You do, however, have my unerring promise that I will do the very best I can for /TG/, and that I care very, very deeply for each server and its community. I will do my best to carry out each and every one of my campaign promises as far as I can take them, and I think that above all else, I hold a special love for this game that will not fade no matter what trials or tribulations the term will bring to my team. I hope that, if only a little, I've convinced you all that I am eager and willing to serve the community you love, and that I want to keep this place special for months and months to come.

No matter what bridges we may cross, or which rocky paths we must walk down, I have faith in this server and this community. Even if I am not elected, I intend to continue full steam on adminning now that my case of COVID from last week has settled down— after all, this is a place that has given me much, and all I can do is give back in the ways I am able. No matter what happens, hope does not ride alone, and I will stand in staunch support of this wonderful silly little pixel game we share.
Last edited by DrAmazing343 on Tue Aug 20, 2024 9:39 pm, edited 2 times in total.
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Re: DrAmazing343 - A Campaign for Love

Post by iansdoor » #741947

Again, a unexpected surprise, like bmon! I am happy to see you step up onto the plate!

I don't know mentorship will be in the books as much as lukas has tried. Maybe, this year will change that thinking.

This particular idea of yours for new players that couple to themselves with metacoms. you and every admin see the signs and caught couples wordlessly talking with each other. sometimes after noting them, they poof away into the darkness via the note, which you have specified that notes are not punishments, rather a trail of where someone is. I assume you will add more positive notes to continue that trail of where someone is at?
initially, I'd like to propose thirty hours of living time
So roughly 30 hours of you can slight free pass to go over the unnegotiable for learners, but you still have a talk with them that metacoms can ruin the paranoia atmosphere, is that your intention?

Anyways, I wish you well on your campaigning.
An average yellow rock hater and the main reason you may get your shuttle recalled.
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DrAmazing343
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Re: DrAmazing343 - A Campaign for Love

Post by DrAmazing343 » #741953

iansdoor wrote: Tue Aug 20, 2024 2:39 am I don't know mentorship will be in the books as much as lukas has tried. Maybe, this year will change that thinking.

This particular idea of yours for new players that couple to themselves with metacoms. you and every admin see the signs and caught couples wordlessly talking with each other. sometimes after noting them, they poof away into the darkness via the note, which you have specified that notes are not punishments, rather a trail of where someone is. I assume you will add more positive notes to continue that trail of where someone is at?
initially, I'd like to propose thirty hours of living time
So roughly 30 hours of you can slight free pass to go over the unnegotiable for learners, but you still have a talk with them that metacoms can ruin the paranoia atmosphere, is that your intention?
I've given positive notes even to players with the big bad !!! note as their last, or even perhaps a couple last— I believe wholeheartedly in player improvement, and in people picking their shit up after realizing they've broken fine china in the kitchen. It can happen!!

In regards to the mentorship idea— it's not so much a mentor role, so much as it is just the idea of allowing people admin-sanctioned metacomms for the purposes of learning the game and introduction. Of course, I'd like to caution them not to share too many non-essential details, but we cannot really police that, hence the timelock. It'd probably be more worthwhile to lower it to something like ten hours, but I do know damn well how fast hours pass in this game even when there's more learning to be done. Just the same, I do not necessarily wish to spoil that paranoia aspect of the game, so there's some leeway in my idea, but ultimately I think it's more beneficial to give players a solid introduction to the game rather than to give them what some may call the "authentic" experience.

My first experience with SS13 was hitting myself in the chest with an oxygen tank. It's a very memorable opener, but ultimately it took me several years to come back and try again after my first few dozen hours, just because I got lost in the sauce! I think it's okay for some people to have softer landings than I, and most of the rest of us, in the pursuit of making the game more open to newcomers. We should embrace folks who want to learn the autistic pixel game, and even if it's a little counterintuitive to the way the game operates normally, I believe mentorcomms will provide that softer landing.
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Re: DrAmazing343 - A Campaign for Love

Post by iansdoor » #741959

DrAmazing343 wrote: Tue Aug 20, 2024 2:45 am
iansdoor wrote: Tue Aug 20, 2024 2:39 am -snip-
I've given positive notes even to players with the big bad !!! note as their last, or even perhaps a couple last— I believe wholeheartedly in player improvement, and in people picking their shit up after realizing they've broken fine china in the kitchen. It can happen!!

In regards to the mentorship idea— it's not so much a mentor role, so much as it is just the idea of allowing people admin-sanctioned metacomms for the purposes of learning the game and introduction. Of course, I'd like to caution them not to share too many non-essential details, but we cannot really police that, hence the timelock. It'd probably be more worthwhile to lower it to something like ten hours, but I do know damn well how fast hours pass in this game even when there's more learning to be done. Just the same, I do not necessarily wish to spoil that paranoia aspect of the game, so there's some leeway in my idea, but ultimately I think it's more beneficial to give players a solid introduction to the game rather than to give them what some may call the "authentic" experience.

My first experience with SS13 was hitting myself in the chest with an oxygen tank. It's a very memorable opener, but ultimately it took me several years to come back and try again after my first few dozen hours, just because I got lost in the sauce! I think it's okay for some people to have softer landings than I, and most of the rest of us, in the pursuit of making the game more open to newcomers. We should embrace folks who want to learn the autistic pixel game, and even if it's a little counterintuitive to the way the game operates normally, I believe mentorcomms will provide that softer landing.
I remember the times, You are luckier than I. I took 2 years away from tg cause I was firelocked to death by silicons as human.

Mentor chatting to you, so you are more aware than what is taught IC, that is very admin training like, simply cause that is how we do things. I do look forward to seeing that be pushed thru to try.

I give you alot of respect for what you have done, I will ask like I have others as you do. If you were elected headmin, would you preserve onwards and set the tone and standard more of what you want admins to look for and reflect in game and as game master?

I know you visited sybil a few times and same terry, it's not your cup of tea and that is okay. but, If the times get tough on a server, will you jump ship to population chase?
An average yellow rock hater and the main reason you may get your shuttle recalled.
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Re: DrAmazing343 - A Campaign for Love

Post by DrAmazing343 » #741965

iansdoor wrote: Tue Aug 20, 2024 2:55 am
DrAmazing343 wrote: Tue Aug 20, 2024 2:45 am
iansdoor wrote: Tue Aug 20, 2024 2:39 am -snip-
-snab-
I give you alot of respect for what you have done, I will ask like I have others as you do. If you were elected headmin, would you preserve onwards and set the tone and standard more of what you want admins to look for and reflect in game and as game master?

I know you visited sybil a few times and same terry, it's not your cup of tea and that is okay. but, If the times get tough on a server, will you jump ship to population chase?
You mean, in the sense of continuing my work as a Gamemaster post-term? I think both during and post-term, I'll try my best to keep the standard of the administration to a higher one than it is now. Not to say our administration as it is is subpar, but there is always, always room for improvement; see also, the current MSO debate thread for Candidates. I've certainly taken care not to speak out of turn, given my lack of tenure, but I do believe that we can improve a lot on more, and consistent enforcement of some of our rules. One specific example I can point to is ock ick, wherein I've found myself having to poke and prod at people a lot about talking about The Wallening by name IC on Manuel, while it seems that my fellows care a lot less.

We're not in some grand rift of misunderstanding or even entirely different priorities, I just don't think we all recognize the same issues— but, I do intend to be more outspoken and encouraging in enforcement of stuff like this during my term, and I think that answers that question.

In terms of pop chasing, they sunk astral tethers deep into my soul chaining me to the monolithic black stone in the basement. If Manny had single-digit players for forever, I'd move to Terry for my fix, and adapt from then on. Ultimately, however, I'm stuck with /TG/ until the bitter end, I think; it's very, very special to me, and unless literally all my friends and acquaintances move until it's nothing but a sea of unknown faces in the darkness, I'll stay 'til I tire of SS13 as a whole.
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Re: DrAmazing343 - A Campaign for Love

Post by iansdoor » #741987

DrAmazing343 wrote: Tue Aug 20, 2024 3:10 am
iansdoor wrote: Tue Aug 20, 2024 2:55 am
DrAmazing343 wrote: Tue Aug 20, 2024 2:45 am
iansdoor wrote: Tue Aug 20, 2024 2:39 am -snip-
-snab-
-snip-
You mean, in the sense of continuing my work as a Gamemaster post-term? I think both during and post-term, I'll try my best to keep the standard of the administration to a higher one than it is now. Not to say our administration as it is is subpar, but there is always, always room for improvement; see also, the current MSO debate thread for Candidates. I've certainly taken care not to speak out of turn, given my lack of tenure, but I do believe that we can improve a lot on more, and consistent enforcement of some of our rules. One specific example I can point to is ock ick, wherein I've found myself having to poke and prod at people a lot about talking about The Wallening by name IC on Manuel, while it seems that my fellows care a lot less.

We're not in some grand rift of misunderstanding or even entirely different priorities, I just don't think we all recognize the same issues— but, I do intend to be more outspoken and encouraging in enforcement of stuff like this during my term, and I think that answers that question.

In terms of pop chasing, they sunk astral tethers deep into my soul chaining me to the monolithic black stone in the basement. If Manny had single-digit players for forever, I'd move to Terry for my fix, and adapt from then on. Ultimately, however, I'm stuck with /TG/ until the bitter end, I think; it's very, very special to me, and unless literally all my friends and acquaintances move until it's nothing but a sea of unknown faces in the darkness, I'll stay 'til I tire of SS13 as a whole.
Ha, the word I was thinking of was Dungeon master. You know what dam. I am impressed and I think I am pretty satisfied with your answers. I wish you good luck and keep on being you!
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Re: DrAmazing343 - A Campaign for Love

Post by DrAmazing343 » #741991

Thank you for not asking about the monolithic black stone in the basement. It's a tense subject. When it shivers in the winds among the stars I shake with it.
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Re: DrAmazing343 - A Campaign for Love

Post by xzero314 » #742311

Dr amazing is an upstanding member of our community and would make a fantastic Headmin. I find myself like minded with her on many many things. Including some of our favorite aspects of the game like heretics. Aswell as our style as admins

I do have a major concern about her platform. Concerning her desire to add extra policy to security on MRP.

To be frank this has me hesitating to give you my vote at all. I'm entirely against the idea. Despite sharing your POV that lately Manuel security shuts down the potential for good stories with antagonists quite often these days. You do not have many hours as security to back up any proposed policy changes you wish to make to security; from a security point of view.

So my question to you is what do you have to say to address this concern? How do you propose to add in more policy for security without being over bearing?
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Re: DrAmazing343 - A Campaign for Love

Post by TheRex9001 » #742323

In the spirit of doktor otrolig this following question will be written in swedish.

DOKTOR OTROLIG TREHUNDRAFYRTIOTRE hur föreslår du att moderera mentorskap för nya spelare? Lycka till med valet till huvud administratör.
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Re: DrAmazing343 - A Campaign for Love

Post by DrAmazing343 » #742329

Re: Xzero

I'd like to say that as far as my policy idea goes, I'm far from hard on holding onto the specific phrasing or perhaps even the ruling at all— it's simply a baseline for a feeling I've had for a long time that I'm willing to workshop and refit alongside the community at large to find a proper solution for. The main rationale behind making such a ruling is to protect stories that would otherwise be shut down by overactive Security, rather than to "hugbox" antagonists or give them an undue edge when they should be executed.

In my opinion, Security as "the good guys" should always be aiming to nonlethally contain antagonists, rather than to simply kill 'em all and let Central sort it out. Trying to imprison a Traitor in the Permabrig, for example, opens up a far greater story to me than the field-execution du jour that I've seen day after day. Again, mirroring my intent here to help cultivate stories, I'd like to rewrite this policy proposal to allow Security to handle Black Orbits and otherwise untenable situations as they see fit, but the situation of single Traitor greenshift being turned into a nothingburger after the death penalty is meted out by Security very quickly has been seen time and time again.

I know it's a little bit of a cop-out to say "I'd like to work on this WITH you guys!" instead of having an outright solution that can meet everyone's hopes and expectations, but I believe this is a sentiment all Headmin candidates should be carrying, as well. Working with the community in order to establish what is good or bad about a piece of policy, and to evaluate whether or not it's beneficial to the game is a very important thing to me, and my proposed policy is simply a first swing at the plate on what I see. If, in workshopping this, I hear overwhelming support that this is something that we DO NOT need, I'll pick up my chips and walk away from the table, but I think it's something that's seen very little limelight and figured my platform is a good way to bring it into that light to think on it. Being overbearing is the last thing I'd like, and just as Itseasytosee mentions in the debate threads, it's very easy to pigeonhole Security here into "one true path" to dealing with antagonists, and that's not the intent.

As for my lack of Security hours— I can very much understand why some folks will see this as an easy out that I don't "get it," but with my nearly 1,500 living hours I've garnered enough experience to see it from several angles, and even as Security myself for over a hundred of those. This is another reason why I'm very happy to discuss it further with folks who have proposals and suggestions, but I hardly think it disallows me from bringing the idea to the table in the first place.

Re: Rex!
"DOCTOR INCREDIBLE THREE HUNDRED FORTY THREE how do you propose to moderate mentorship for new players? "

Currently, we have little ways to trace metacomming, whether new accounts or old ones, as I'm sure you're also intimately aware of. Due to this, it's near impossible to police folks doing it outside of our system, and so we should crack down hard on them same as ever— but for those that DO ahelp for the privilege of teaching a friend, I propose we place expiring notes that last a few months on both the mentor and the student in order to assuage further concerns if we see the same behaviors exhibited by either party outside of their allotted mentorship window. In this way, those that choose to work with us will both be safe from harm, but we'll still have a measure of surveillance on them if we see problematic behaviors pop up concerning metacomming in the future. Easy tracking for possible issues, and a guilt-free note for the recipients— almost the same as noting people for sharing the same living space, or for significant others that they're attached to.

I believe that people with bad intent will still try their tricks and traps outside of our system, as there's little worth in them willingly marking themselves with a note for the mentorship that'll make us keep a closer eye on them if there's metacomming concerns with the player. If they still do try to pull the wool over our eyes WITHIN the system, we'll have that easy mark to punt them with an instant disqualification from the mentorship program and an instant permaban after any further offenses as per our current policy.
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Re: DrAmazing343 - A Campaign for Love

Post by Justice12354 » #742335

Hello, Jane! I'm glad to see you running the big miles, but I've got some questions for you about your campaign.
DrAmazing343 wrote: Tue Aug 20, 2024 12:57 am Open Door Policy!
Well, you already can do this as an Admin with Supportmin, as there is no policy against using help tickets for the purposes of helping players (that's actually endorsed haha), but that's besides the point. I often find scenarios where a player has more rights than they're aware of, namely our metacomms for teaching policy, which ends with me sending them a 6-line long ahelp (cry emoji). Now more specifically, if the players don't know by default about your Open Door Policy (they won't, because barely anyone will look at your campaign after the elections), how do you plan on making sure they're aware of it?
DrAmazing343 wrote: Tue Aug 20, 2024 12:57 am Notes As Notes, Not Punishment
Your approach to the "Notes are/aren't a punishment" is very sensible, but, besides making an adapted version of the Miranda Rights for admins (that is likely not going to be done by admins bc we're often in a hurry, or maybe we just don't feel like going on a rant on how the note isn't a punishment, among other reasons), how do you plan on changing player optics on this controversial topic? Obviously you cannot go into every single ticket that ends up in a note to assure the player that they're not marked.
Spoiler:
yttriums wrote: Tue Jan 16, 2024 12:13 am borg players shouldn't be able to ahelp. you signed up to play as a piece of equipment. this is like a table ahelping you for wrenching it
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Re: DrAmazing343 - A Campaign for Love

Post by DrAmazing343 » #742339

Justice12354 wrote: Tue Aug 20, 2024 4:49 pm Hello, Jane! I'm glad to see you running the big miles, but I've got some questions for you about your campaign.
DrAmazing343 wrote: Tue Aug 20, 2024 12:57 am Open Door Policy
Well, you already can do this as an Admin with Supportmin, as there is no policy against using help tickets for the purposes of helping players (that's actually endorsed haha), but that's besides the point. I often find scenarios where a player has more rights than they're aware of, namely our metacomms for teaching policy, which ends with me sending them a 6-line long ahelp (cry emoji). Now more specifically, if the players don't know by default about your Open Door Policy (they won't, because barely anyone will look at your campaign after the elections), how do you plan on making sure they're aware of it?
DrAmazing343 wrote: Tue Aug 20, 2024 12:57 am Notes as Notes, Not Punishment
Your approach to the "Notes are/aren't a punishment" is very sensible, but, besides making an adapted version of the Miranda Rights for admins (that is likely not going to be done by admins bc we're often in a hurry, or maybe we just don't feel like going on a rant on how the note isn't a punishment, among other reasons), how do you plan on changing player optics on this controversial topic? Obviously you cannot go into every single ticket that ends up in a note to assure the player that they're not marked.
For the Open Door Policy, I think that it'd be easy enough to add to the #help or #help-tickets channel descriptions that it's an option, as well as adding a little addendum to any announcements I may have to make. I would suggest an entirely new channel in the Discord, but it'd feel a bit extraneous, I worry— and hopefully, after there's been some attention given to it, it'll be routine enough that players will share with other players that it's an option on the table. I do intend to continue being vocal about this, as it's something very important to me and I value the feedback of the community.

As for the Notes as Notes, I do agree that reading out Miranda Rights is a little much, but I think that impressing upon the admin team that we ought to show compassion and empathy on our tickets (especially when overseeing new admins under training!) as a Headmin will grant me the voice to help make a meaningful change. I don't think there's an end-all-be-all, or that my campaign will end the worry and negative emotions associated with notes, but I believe that making a concentrated effort will at least improve the experiences of some, and if even a single player finds their experience bettered for this then it's something I'd like to go for wholeheartedly. Again, I cannot promise a wide-sweeping change in the whole ecosystem, but I CAN promise I will do my best to carry out this idea of mine.
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Re: DrAmazing343 - A Campaign for Love

Post by xzero314 » #742407

DrAmazing343 wrote: Tue Aug 20, 2024 4:08 pm Re: Xzero
I ended up having a lengthy back and forth with Dramazing on Manuel about this.

Our discussion mostly consisted of us sharing stories, and trying to justify our respective approaches on this topic to each other. We both agree that there is an issue here to work on solving. But we didn't end up completely agreeing on the method.

I have been convinced that Dramazing is making this policy proposal from a place of caring about stories and the players, rather than from a place of animosity towards security players.

My concerns about the experience for security remain in place. I remain skeptical that this is the right solution, but my trepidation for voting for her as a security player has been alleviated.

If Dramazing is voted in as headmin and pushes for a rules change solution I would not be opposed.
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Re: DrAmazing343 - A Campaign for Love

Post by DrAmazing343 » #742437

In the interest of transparency— we spoke at length about how Security DOES have a worrying tendency to shut down stories, but that it shouldn't necessarily be an admin-enforced thing to play a certain way. Even attempting to change around the wording, or play with the idea, I cannot find a satisfying way not to reduce player agency in the role of Security without also making Security as a whole unappealing to play.

In our discussions, we spoke about what I see as the root problem; a lack of enforcement, or rather often, in my own case, where I feel I cannot act since nobody in the situation was not ahelped. This is a consistent issue on Manuel, which seems to receive far less ahelps in general, and precious few even when Security are playing to win, rather than towards a story, and I felt a piece of policy effectively guaranteeing antagonists will not be summarily executed except for dire circumstances would be an easy sign to tap in order to take action and course-correct roleplay-averse players. I do not feel that this is the solution now, but instead wish to attack the source of the issue— a lack of adminhelps in situations where an admin may need to step in to preserve the integrity of budding stories, especially in cases concerning Roleplay Rule 6. Deal with the bad guys in proportion to their crime(s).

This, alongside (anecdotal) experiences of admins afraid to take action when not ahelped, comes to create difficult situations for both player and administrator alike, and I'd love to hear the thoughts of others on ways to alleviate these issues, since at this point I feel their presence quite a lot whenever I see an antagonist with a gimmick or a grand plan shut down instantly when Security refuses to play ball. Just the same, I do not want Security players reading this to feel targeted— there is no single player in particular I could or would point at. The issue seems to be almost systemic at times when it can feel like a very zero-sum game to play Security, (if I don't kill this Heretic/Traitor/Changeling now, when six other antags show up I'll die!) and I can understand the paranoia and subsequent relief of getting an antagonist out of the game. Still, we should be pushing to create interesting stories, with highs and lows and ups and downs, rather than to Win the Video Game; and, at least for me, sometimes losing theatrically and with grace is the best move I can make for a grander story.

So, I'll leave this long and winding diatribe here, in hopes others will read, ponder, and think alongside me as I consider how I'd like to change this facet of my campaign to meet the greatest interests of our players.
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Re: DrAmazing343 - A Campaign for Love

Post by Deathrobotpunch1 » #742649

I have one question, how would you feel about negative notes being visible only by admins?

in their nature notes are only meant for admins to get an outline of a players history of misconduct, so in my opinion I feel they would work best if players can’t see them because right now they are used more as warnings to the player instead.
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Re: DrAmazing343 - A Campaign for Love

Post by DrAmazing343 » #742665

I would feel absolutely awful about negative notes being visible only to admins. The transparency and accountability of the administration on /TG/, from the notes, to the appeals, to our complaints and feedback— I have absolutely no interest in walking back any of these factors to be more "private" or for any info to be restricted from players that is not absolutely necessary, such as IP's and CID's as some of the only info kept away for obvious reasons.
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Re: DrAmazing343 - A Campaign for Love

Post by Deathrobotpunch1 » #742695

DrAmazing343 wrote: Thu Aug 22, 2024 8:26 am I would feel absolutely awful about negative notes being visible only to admins. The transparency and accountability of the administration on /TG/, from the notes, to the appeals, to our complaints and feedback— I have absolutely no interest in walking back any of these factors to be more "private" or for any info to be restricted from players that is not absolutely necessary, such as IP's and CID's as some of the only info kept away for obvious reasons.
good points!
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Re: DrAmazing343 - A Campaign for Love

Post by DrAmazing343 » #743413

Judgement Day is upon us. I do hope that my points are compelling, and to any with questions before you cast your vote, please ask away!
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Re: DrAmazing343 - A Campaign for Love

Post by TheLoLSwat » #743483

DrAmazing343 wrote: Tue Aug 20, 2024 9:31 pm This, alongside (anecdotal) experiences of admins afraid to take action when not ahelped, comes to create difficult situations for both player and administrator alike, and I'd love to hear the thoughts of others on ways to alleviate these issues, since at this point I feel their presence quite a lot whenever I see an antagonist with a gimmick or a grand plan shut down instantly when Security refuses to play ball.

I think you would benefit from seeing it as an IC issue instead of an OOC issue, because then you would have many many more tools to help course correct isolated incidents as a dungeon master without needing to do sweeping policy changes to security on MRP. Things like incentivizing security to not 1984 on a round where you feel the stories are cooking or blessing a few people with traitor w/ the custom goal of getting revenge on security if they speedrun antags too fast can course correct poor security action without having to open a ticket with half of them to have a vague-ish fingerwag convo with them for beating up bad guys.

Rule 0 isnt just a meme, if you think its in the best interests of the round and it upsets you enough to campaign behind it then you should feel empowered to do something from the role of the DM.


also W campaign btw overall
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Re: DrAmazing343 - A Campaign for Love

Post by DrAmazing343 » #743563

Thanks, LoLSwat! I think overall, I try to use my tools as a dungeon master in the interest of keeping the game- well, interesting, but at the same time sometimes it's a little difficult to justify lumping threat on Sec just because they're being shitsec. I'll take it into due consideration, but the policybrain is for sure a hard thing to kick when it feels like it can create solutions in situations that are much less discrete and concentrated like this. I'll continue trying to create stories when I admin either way, regardless of if I'm elected o7
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Re: DrAmazing343 - A Campaign for Love

Post by Blacklist897 » #743651

SHES CONTROLLING EVERY SERVER - A HIDDEN HAND TO BAN THE POSTING OF "FAKE" SNOY
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DENDYS IN ON IT, THE PINK HAIR FELINID MAF-
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I play alexander Moore on Manuel
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Re: DrAmazing343 - A Campaign for Love

Post by DrAmazing343 » #743663

If I am voted Headmin I will use all forces at my disposal to Destroy That Fucking Thing right now. It is a false god. You, an idolater. When will you see the err of your ways and embrace the sisters Snoy and Skoit?
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Re: DrAmazing343 - A Campaign for Love

Post by RaveRadbury » #744171

What a stellar premier campaign thread from DrAmazing! A lot of great energy and positivity!

Do you plan to keep running for headmin?

What was your biggest unexpected surprise with admin work as you went from player to admin? Had you done this kind of work elsewhere prior?

How do you handle conflict? What's your strategy?
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Re: DrAmazing343 - A Campaign for Love

Post by DrAmazing343 » #744291

RaveRadbury wrote: Wed Aug 28, 2024 5:01 pm What a stellar premier campaign thread from DrAmazing! A lot of great energy and positivity!

Do you plan to keep running for headmin?

What was your biggest unexpected surprise with admin work as you went from player to admin? Had you done this kind of work elsewhere prior?

How do you handle conflict? What's your strategy?
Hey, Rave! Good to hear from ya! Appreciate the compliments— I've said this before, and I'll say it again, I think spirit's what I got the most of, and that's why this is a Campaign for LOVE! It's love of the game, love of the people, and a concentrated force of willpower to do everything I can to make it better for everyone. Glad that energy's showing! As for your questions, yes, I do intend to keep running for Headmin! If I am not elected now, I'll try again later on if I still see ways I can improve this place I adore. If there comes a day I'm wholly satisfied with the way things are going, I'll gladly pass the torch to the next person in line who's got the vim and vigor to become a visionary.

As for the adminning question— I think there were honestly a few things that caught me off-guard, really? One of those was just how supportive the team was, which was an EXCELLENT surprise. Feels like we have the people, and a lot of 'em quite competent and kind at that, to cover each other's deficits and the shorthanded servers when they're in need. Even something as simple as the Supportmin ping for help in reaching a conclusive answer for players was a really relieving asset as admin training had me a bit spooked I wasn't up to the task. Coming to today, I've become a lot more confident in my work already, and that's built up twofold from the fact that I've got the team at my back when I need them! Another surprising thing, in all honesty, was realizing firsthand that people don't often get like, "marked" per se whenever they do something that's rulebreaking. I recall early on in my TGStation experience, I would always wonder if I was gonna fuck up and trip over a rule or something I didn't even realize, but the truth of the situation is that most oft only those actively degrading the experience for others tend to really be under scrutiny, and even then only when it's suspected they'll reoffend. Part of the reason I mention all this is to hopefully grant some peace at mind to any player who's reading this— even if you've got a history, you're not under the axe! All we really ask for, and all that I hope for as a standard under my term, is for good faith and the ability to improve.

When it comes to conflict, I'm very solution-oriented. While it's always stressful, I tend to focus on what I can do to solve a problem or otherwise mitigate the conflict as much as possible. This does mean that conflicts arriving from total disagreements, such as some of the discussion about Enforce Human Authority in the config, tend to be a little harder for me to nail down; but in the end, as long as I can reach even an "agree to disagree" sort of understanding, it brings me peace at mind and I can let it go without stressing too hard. In terms of admin v. player conflict, I think my approach is very similar to someone who's working customer service? I try to de-escalate, keep my tone level, and ultimately, if I'm being yelled at, in all honesty I can just let it go fairly easily because I can rest assured I'm just doing my duty as best I can. Feels like if someone's yelling at me over a bwoink or something, it's more like they're making a fool of themselves than anything— we're all adults, after all, and it's just a game!

Overall, I just think we all ought to remember to have fun with the game, and that we ought to always be sorta pursuing that, whether admin or player. As much as I've got a policy brain, I do hope that I can keep the good vibes going because that's the soul of all this. It's something that was a big part of the training I received from Isratosh, and a lotta what Justice taught me just reinforced that. Whether it's giving a player a personalized little flavor text poke, or handing someone a toy from the big Admin-Only toybox, I absolutely love seeing people enjoying themselves and I hope that even through whatever trials and tribulations this term may bring, we can keep the ball rolling and keep the game going smooth as possible for everyone to have a good time!
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Re: DrAmazing343 - A Campaign for Love

Post by RaveRadbury » #744307

Oh yeah that reminds me, have you played on any servers that don't enforce human authority, like Paradise?
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Re: DrAmazing343 - A Campaign for Love

Post by DrAmazing343 » #744311

I've played a LITTLE on Paradise, but more aptly, I've played on Nova Sector. Due to Crewsimov and server culture/setting, it does feel a lot more like a cosmetic change, there. Despite this, I still feel that it'll offer some meaningful new roleplay and dynamic stories for our server, where the Silly Cons tend to matter QUITE A LOT MORE with random antag rolls and general escalation prevalence.
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