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ENCOURAGING ROLEPLAY: THE OBVIOUS SOLUTION

Posted: Thu Oct 09, 2014 11:18 am
by Cheridan
There are many who feel that the state of roleplay on /tg/station has declined, but it's difficult to find ways to truly enrich roleplay.

It's very hard to attempt to do this from the developer side of /tg/station-- it's easy to make a new gun, or tool; but it's not quite so simple to create something that allows people to interact with each other in a meaningful way. On the admin side of the game, there can also be troubles. Many suggested roleplay-centric policies are considered to impose upon the freedom of players and the over-the-top nature of the game.

We have certain policies in regards to behavior that's deemed annoying or obscene: the pet-killing policy, WGW reading, ERP. To attempt to lessen the amount of people who are willing to do these things, policy is to allow players or admins to take action against people. We've seen however that this creates a perverse incentive, that people actually did these things more often because it provoked a reaction. It seems the best way to ingrain something into /tg/station culture is to allow players to take matters into their own hands.

Thus, I propose these clear changes to policy:
  • •Anyone roleplaying, or attempting to roleplay, is a valid kill.

Re: ENCOURAGING ROLEPLAY: THE OBVIOUS SOLUTION

Posted: Thu Oct 09, 2014 11:20 am
by Scott
No, the obvious solution is going full bay and then slowly and gradually revert back to the current state. There will be a period where things are good, eventually.

Re: ENCOURAGING ROLEPLAY: THE OBVIOUS SOLUTION

Posted: Thu Oct 09, 2014 12:35 pm
by peoplearestrange
Your post needs more >

Re: ENCOURAGING ROLEPLAY: THE OBVIOUS SOLUTION

Posted: Thu Oct 09, 2014 1:20 pm
by Kraso
Cheridan wrote:Thus, I propose these clear changes to policy:
  • •Anyone roleplaying, or attempting to roleplay, is a valid kill.
this

we need to go the goon way

Re: ENCOURAGING ROLEPLAY: THE OBVIOUS SOLUTION

Posted: Thu Oct 09, 2014 2:21 pm
by paprika
Yeah I hate roleplayers because they ruin the balance of my perfect epic mafia in space game

Re: ENCOURAGING ROLEPLAY: THE OBVIOUS SOLUTION

Posted: Thu Oct 09, 2014 9:26 pm
by Cipher3
After reading this, I was all 'Challenge accepted: Time to roleplay' and then realized I was playing exactly into the purpose of the thread, and now.... hmmmm.

Re: ENCOURAGING ROLEPLAY: THE OBVIOUS SOLUTION

Posted: Thu Oct 09, 2014 10:17 pm
by Incomptinence
Roleplayers are cowardly creatures. We will need to redouble our efforts to hunt down deep space tea parties and real time speed erp encounters.

Re: ENCOURAGING ROLEPLAY: THE OBVIOUS SOLUTION

Posted: Thu Oct 09, 2014 10:32 pm
by Bibliodewangus
I don't know, in my opinion the bulk of and best of RP in SS13 are situations where say a meteor hits and two unlikely people like the clown and captain are forced to survive together. They may barely even speak, but they'll run around pulling eachother out of danger and having a genuinely not real adventure. At the end one might say "thanks man.. you saved my life" and that holds 100,000 times the meaning of every 5 hour pretend drinking binge the people on bay have ever gone on.

Re: ENCOURAGING ROLEPLAY: THE OBVIOUS SOLUTION

Posted: Thu Oct 09, 2014 11:25 pm
by specyalic
really, anytime someone pulls a non-meta friend into the shuttle, even when leaving them behind was convenient

Re: ENCOURAGING ROLEPLAY: THE OBVIOUS SOLUTION

Posted: Fri Oct 10, 2014 12:35 am
by QuartzCrystal
specyalic wrote:really, anytime someone pulls a non-meta friend into the shuttle, even when leaving them behind was convenient
GET DUNK'D

Re: ENCOURAGING ROLEPLAY: THE OBVIOUS SOLUTION

Posted: Fri Oct 10, 2014 7:47 am
by capi duffman
Each and every game I can actually act my role, I enjoy it much more tan focusing like a zealot on hunting tators.

Last time I was a captain, I focused on morale, visiting different sections, being supporting of the other heads, having kind words towards the workers, and pretty much chomping on a cigar, even befriending the clown, who was kind enough to give me another.
Sure, I forgot to visit science, who was full of cultists, and they managed to summon Nar-Sie with Little to no opposition, but I don't think playing to win is the point of the game, I had fun, and many managed to escape alive.

Re: ENCOURAGING ROLEPLAY: THE OBVIOUS SOLUTION

Posted: Fri Oct 10, 2014 3:39 pm
by QuartzCrystal
capi duffman wrote:Each and every game I can actually act my role, I enjoy it much more tan focusing like a zealot on hunting tators.

Last time I was a captain, I focused on morale, visiting different sections, being supporting of the other heads, having kind words towards the workers, and pretty much chomping on a cigar, even befriending the clown, who was kind enough to give me another.
Sure, I forgot to visit science, who was full of cultists, and they managed to summon Nar-Sie with Little to no opposition, but I don't think playing to win is the point of the game, I had fun, and many managed to escape alive.
>forgetting to visit the lore fluff reason why the station exists

Re: ENCOURAGING ROLEPLAY: THE OBVIOUS SOLUTION

Posted: Fri Oct 10, 2014 3:41 pm
by paprika
But everyone knows space botany is the true reason SS13 exists

Re: ENCOURAGING ROLEPLAY: THE OBVIOUS SOLUTION

Posted: Fri Oct 10, 2014 5:56 pm
by ColonicAcid
There's a lady who's sure all that glitters is gold
And she's buying a stairway to heaven.
When she gets there she knows, if the stores are all closed
With a word she can get what she came for.
Ooh, ooh, and she's buying a stairway to heaven.

Re: ENCOURAGING ROLEPLAY: THE OBVIOUS SOLUTION

Posted: Fri Oct 10, 2014 8:06 pm
by Cheridan
ColonicAcid wrote:There's a lady who's sure all that glitters is gold
And she's buying a stairway to heaven.
When she gets there she knows, if the stores are all closed
With a word she can get what she came for.
Ooh, ooh, and she's buying a stairway to heaven.
wow please don't spam my entirely serious topic i spent a lot of time on

Re: ENCOURAGING ROLEPLAY: THE OBVIOUS SOLUTION

Posted: Fri Oct 10, 2014 8:29 pm
by ColonicAcid
ooohhh makes no wonndeeer

oohhh makes no wondeeeer.

there's a feelin i get, when i look to the west.

Re: ENCOURAGING ROLEPLAY: THE OBVIOUS SOLUTION

Posted: Sat Oct 11, 2014 9:50 am
by capi duffman
QuartzCrystal wrote:
capi duffman wrote:Each and every game I can actually act my role, I enjoy it much more tan focusing like a zealot on hunting tators.

Last time I was a captain, I focused on morale, visiting different sections, being supporting of the other heads, having kind words towards the workers, and pretty much chomping on a cigar, even befriending the clown, who was kind enough to give me another.
Sure, I forgot to visit science, who was full of cultists, and they managed to summon Nar-Sie with Little to no opposition, but I don't think playing to win is the point of the game, I had fun, and many managed to escape alive.
>forgetting to visit the lore fluff reason why the station exists
What can I say? Science always looks dark and threatening, also the xenobiologists are always plotting something foul, antag or not.

The real reason for the station is check out the wondrous dishes the chef makes every shift. Also, experiments on clown behaviour.

Re: ENCOURAGING ROLEPLAY: THE OBVIOUS SOLUTION

Posted: Sat Oct 11, 2014 9:23 pm
by srifenbyxp
Security role playing good cop white knight is fucking atrocious.

Shitcurity: "Sir I need to have a word with you. S-sir! STAY STILL
Me: "What im busy working"
Type 2 slowz for slowpoke
Shitcurity withdraws taser and fires a round at me because I tried going back to my department when he sees that I have a crate full of resources. What da fuck.

A better example of handling this situation is this:
Security: "Oi quick question"
Me: "wut"
Security: "People said you did [reacted], did you?
Me: "No I was getting shit from mining"
Security: "Move along then"

Security officers mainly forget that hearsay isn't 100% creditable evidence. Remember red shirts: The presumption of innocence, sometimes referred to by the Latin expression Ei incumbit probatio qui dicit, non qui negat (the burden of proof is on he who declares, not on he who denies), is the principle that one is considered innocent until proven guilty

Re: ENCOURAGING ROLEPLAY: THE OBVIOUS SOLUTION

Posted: Sat Oct 11, 2014 9:24 pm
by paprika
Walking away from sec when you're being questioned is grounds for 5,000 volts of justice, face the wrath of le golden bolt.

Re: ENCOURAGING ROLEPLAY: THE OBVIOUS SOLUTION

Posted: Sat Oct 11, 2014 9:26 pm
by srifenbyxp
Not when you stand there fornearly over a minute. Either learn to type faster or ask over the radio.

Re: ENCOURAGING ROLEPLAY: THE OBVIOUS SOLUTION

Posted: Sat Oct 11, 2014 11:20 pm
by Kot
Well, if you're supected it is in your best interest to not fucking run away from Security when they question it, even if that will mean a whole one minute less for making guns for research.
Jesus, if you run away without a word when officer asks you it's not their fault that you get tased, it's yours.

Re: ENCOURAGING ROLEPLAY: THE OBVIOUS SOLUTION

Posted: Sun Oct 12, 2014 1:34 am
by miggles
Bibliodewangus wrote:I don't know, in my opinion the bulk of and best of RP in SS13 are situations where say a meteor hits and two unlikely people like the clown and captain are forced to survive together. They may barely even speak, but they'll run around pulling eachother out of danger and having a genuinely not real adventure. At the end one might say "thanks man.. you saved my life" and that holds 100,000 times the meaning of every 5 hour pretend drinking binge the people on bay have ever gone on.
this is really true and im surprised nobody else acknowledged this post
meaningful mutual experience > endless exposition between 2 speshil snoflaks
create dynamic situations that cause people to come together out of necessity and encourage roleplay, like the need to survive together or hide together or work together, etc
rather than just say "people need REAL names so that they will sit in the bar and talk about their super cool backstories more"

Re: ENCOURAGING ROLEPLAY: THE OBVIOUS SOLUTION

Posted: Sun Oct 12, 2014 7:45 am
by Whoisthere
Ya'll is stoopid, what we must do to encourage roleplay is to make the guy you roleplayed with valid to you.

So if he feels dat was good roleplay he won't ahelp when you kill him for his gloves, and if you didn't roleplay him good enough he will ahelp you and shit

Or maybe give pulse rifles for roleplay

Re: ENCOURAGING ROLEPLAY: THE OBVIOUS SOLUTION

Posted: Sun Oct 12, 2014 10:52 am
by Malkevin
Bibliodewangus wrote:I don't know, in my opinion the bulk of and best of RP in SS13 are situations where say a meteor hits and two unlikely people like the clown and captain are forced to survive together. They may barely even speak, but they'll run around pulling eachother out of danger and having a genuinely not real adventure. At the end one might say "thanks man.. you saved my life" and that holds 100,000 times the meaning of every 5 hour pretend drinking binge the people on bay have ever gone on.
Simple human nature really, give people a common enemy and they'll naturally form a strong bond.

Meteors, Nuke Ops, and Wizards are all external threats. So the crew always ends up banding together.
The other round types you know involve people that pretend to be your friends but are only pretending to get close enough to KO you and suck out your DNA, the corrosiveness of suspicion is what drives people apart and makes it difficult to RP more than a few words.


Its also for the above reason that Security are the single department that RPs the most most consistently, loyalty implants create instant trust, the rest of the crew being a bunch of dicks that by default treat security like the gestapo means security always starts off with a common enemy.

Re: ENCOURAGING ROLEPLAY: THE OBVIOUS SOLUTION

Posted: Sun Oct 12, 2014 3:29 pm
by Swagile
Malkevin wrote:
Bibliodewangus wrote:I don't know, in my opinion the bulk of and best of RP in SS13 are situations where say a meteor hits and two unlikely people like the clown and captain are forced to survive together. They may barely even speak, but they'll run around pulling eachother out of danger and having a genuinely not real adventure. At the end one might say "thanks man.. you saved my life" and that holds 100,000 times the meaning of every 5 hour pretend drinking binge the people on bay have ever gone on.
Simple human nature really, give people a common enemy and they'll naturally form a strong bond.

Meteors, Nuke Ops, and Wizards are all external threats. So the crew always ends up banding together.
The other round types you know involve people that pretend to be your friends but are only pretending to get close enough to KO you and suck out your DNA, the corrosiveness of suspicion is what drives people apart and makes it difficult to RP more than a few words.


Its also for the above reason that Security are the single department that RPs the most most consistently, loyalty implants create instant trust, the rest of the crew being a bunch of dicks that by default treat security like the gestapo means security always starts off with a common enemy.
A big reason why I play Sec, since all the people on my team (if they aren't retarded and ran off into maint and killed themselves) are like my family because they are the only people you can trust when a grey shirt tries to dunk you with water.

Re: ENCOURAGING ROLEPLAY: THE OBVIOUS SOLUTION

Posted: Sat Oct 18, 2014 8:20 am
by cedarbridge
Swagile wrote:
Malkevin wrote:
Bibliodewangus wrote:I don't know, in my opinion the bulk of and best of RP in SS13 are situations where say a meteor hits and two unlikely people like the clown and captain are forced to survive together. They may barely even speak, but they'll run around pulling eachother out of danger and having a genuinely not real adventure. At the end one might say "thanks man.. you saved my life" and that holds 100,000 times the meaning of every 5 hour pretend drinking binge the people on bay have ever gone on.
Simple human nature really, give people a common enemy and they'll naturally form a strong bond.

Meteors, Nuke Ops, and Wizards are all external threats. So the crew always ends up banding together.
The other round types you know involve people that pretend to be your friends but are only pretending to get close enough to KO you and suck out your DNA, the corrosiveness of suspicion is what drives people apart and makes it difficult to RP more than a few words.


Its also for the above reason that Security are the single department that RPs the most most consistently, loyalty implants create instant trust, the rest of the crew being a bunch of dicks that by default treat security like the gestapo means security always starts off with a common enemy.
A big reason why I play Sec, since all the people on my team (if they aren't retarded and ran off into maint and killed themselves) are like my family because they are the only people you can trust when a grey shirt tries to dunk you with water.
The family that batons together stays together.

Re: ENCOURAGING ROLEPLAY: THE OBVIOUS SOLUTION

Posted: Sat Oct 18, 2014 3:20 pm
by spain
miggles wrote:
Bibliodewangus wrote:I don't know, in my opinion the bulk of and best of RP in SS13 are situations where say a meteor hits and two unlikely people like the clown and captain are forced to survive together. They may barely even speak, but they'll run around pulling eachother out of danger and having a genuinely not real adventure. At the end one might say "thanks man.. you saved my life" and that holds 100,000 times the meaning of every 5 hour pretend drinking binge the people on bay have ever gone on.
this is really true and im surprised nobody else acknowledged this post
meaningful mutual experience > endless exposition between 2 speshil snoflaks
create dynamic situations that cause people to come together out of necessity and encourage roleplay, like the need to survive together or hide together or work together, etc
rather than just say "people need REAL names so that they will sit in the bar and talk about their super cool backstories more"
So true. This reminds me of a time I was playing as Atmos and the other Atmos tech was clearly new so I showed him the ropes. Eventually the station went to hell and the Singulo broke loose, but our bond endured. We made our way through the ruined station to the maintenance tunnel below Escape (which was completely gone). We waited for the shuttle there and I even showed him how to use extinguishers as ghetto jetpacks and we both used them to get onto the shuttle and survive. I could have easily chosen to leave him behind but I didn't.

Sorry if that was a little off-topic, but I just wanted to support what Bibliodewangus and miggles said. What a great experience.