dendydoom wrote: ↑Fri Jun 20, 2025 1:15 pm
in my opinion, it doesn't matter who wins or loses. antagonists exist as a catalyst for the good guy Vs bad guy disaster story. if they aren't very interesting or interactive because they steamroll the crew then it's fully within the DM's purview to make it interesting. it also works the other way: if the antag gets dunpstered immediately when they tried to do something interesting before it could flourish, it's also fully within the DM's right to find a way to get them back into the game. you touch in a fair point in that it is difficult to make it interesting, but in my view if you step in and note/ban someone, the round is still "ruined" and will be remembered as the game failing the expectations of its participants. if you can turn a bad story into a good one, people will at least walk away with a memorable experience.
If a player is invested in pursuing the win even to the detriment of the server then there's nothing I can do to divert them from it aside from keeping them from winning for as long as possible without outright making them lose. If they've spent the whole round largely silently going for their objectives without stopping to try and interact with others in any way that doesn't directly benefit their objective then there's nothing I can throw at them that they'll care enough to stop for save for something that keeps them from winning.
And of course a round is already "ruined" and it's better to stop it before it gets to that point, - Which admins are still free to do, this doesn't prevent them from doing that in any way - but that's why the ideal outcome of the rule is to discourage things getting to that point. Rules exist to shape the behavior of good faith players and they are implemented in the hopes they never have to be enforced because players will abide by them. Obviously that's not how it actually works out but that's true for every single rule and it'd be stupid to say we shouldn't do something like ban a player for nonantag griefing because we should have used our DM powers to prevent it from happening in the first place and even if we ban them it won't undo the plasmaflood that ruined the round.
There's a lot we can do for the round with DM powers, but I think there's also a lot that relies on the players wanting to see the goals of the server met.
dendydoom wrote: ↑Fri Jun 20, 2025 1:15 pm
no one remembers or even cares about the binary win/lose condition at the end of a round, what they care about is whether the story they participated in was interactive and compelling.
If no one cares about the win/lose condition and everyone just wants to make the most interactive and compelling story then it seems like this rule is being followed perfectly already and we can immediately implement it as is with absolutely no issue. But, of course, that's not actually true. We have players with no regard for the goals of the MRP ruleset, players who have been around for so long that they've fallen back towards more of a focus towards win/loss as opposed to interaction and interesting play, players who are just going along with how they witness others play, etc.
dendydoom wrote: ↑Fri Jun 20, 2025 1:15 pm
in fact, it pretty flagrantly flies in the face of it by encouraging speed, efficiency and deep systems knowledge to depopulate the station in a very single minded and rote way, giving no real room for narrative expression outside of its mechanics. what is doubly troubling is its restricted status, where we ask the crew to ignore their own incentives to give room for a very samey scripted sequence of mechanical interactions. it's just not narratively interesting for the participants involved, regardless of how fun it is to pilot as the antag player. it introduces a strong competitive mindset where narrative takes a back seat. implementing RPR5 limitations would, i strongly suspect, be very frustrating for players because it asks them to ignore the single track they are on - there is very little, if any, narrative expression for heretics outside of progressing towards ascension.
And yet we still have players achieve interesting things with it. The playerbase is perfectly capable of finding ways to play antag in an interesting way when they aren't forced to deal with the prisoner's dilemma ouroboros of antags snowballing because if they don't they get killed because if they aren't they snowball because if they don't get they killed etc etc. We don't have to sand all the sharp edges off every mode and remove any and all mechanical incentive if we just make it clear that we want antags to be interesting. This applies in varying degrees to almost every antagonist we have. If you want an example that doesn't involve heretic then let's look at changeling. We had an issue where the alien murder monster from John Carpenter's The Thing wasn't allowed to behave as an alien murder monster from John Carpenter's The Thing. This didn't really make much sense so they were unrestricted, something that I strongly supported at the time. It was immediately shown that this was a massive mistake as the freedom to kill without any kind of justifications was used to depopulate the station in varying boring ways.
I think most of our players are perfectly capable of handling this rule, and I'd love to use the implementation of it as a justification to give them significantly more freedom in other ways.
Cobby wrote: ↑Fri Jun 20, 2025 3:45 pm
how can you ask players to not care about the obj if you yourself are struggling with diverting from someones wincon to make an interesting story?
It is significantly easier to tell players to try and make the round more interesting as an antag while playing on the "make the round more interesting as an antag" server than it is to hold them at gunpoint and demand they change their behavior when the rules don't compel them to and if I actually pull the trigger I'm at risk of an admin complaint.