I'm itseasytosee. I've been an ss13 player for 6 years, and a /tg/station for nearly 5 years. I am a retired admin, and have made 94 approved contributions to the /tg/ github. In my time here, I've learned so much about game design, programming, and how this community works and interacts with itself. This game has so many intricate systems and player phenomena that are worth so much studying and analyzing. These lessons can teach us how to make the game a more fun and fulfilling experience.
Goals
First and foremost, I intend to keep the wheels of policy turning. I intend fully to cooperate with my fellow headmins, engaging in fruitful deliberation and discussion to make the best possible decisions
- I value player agency and want to empower players to do fun things.
- I value the vibes and theme of our setting. I want to uphold the mystique of a futuristic space station and want to protect players who act per their character
- I value the fun of this game and want to avoid awkward policies that are semantic or contrived. Band-aid style policy fixes should be avoided when we can address a core issue instead
- I want players to feel comfortable playing the game. I don't want players to fear a looming threat of administration while not breaking the rules.
- I will fight to create a roleplay environment consistent with the goals of our servers. I will support initiatives to thwart NRP-style behavior, security officers losing meta-protections upon wordless arrest is a great example of how we can encourage
I will cooperate with other headadmins to come to the best decision when it comes to proposed changes to the policy. I find it quite enjoyable to read the posts and opinions of any person responding to a policy thread, whose thoughts can be anywhere from poorly developed to very insightful. I'll be keeping an open mind, taking a rational and well-thought-out approach to decision-making. Policy should exist to empower players to act as they desire, and then draw the line where the behavior is unrealistic or otherwise unacceptable. I'm not afraid of change, and if a novel idea would benefit the game I will be ecstatic to argue on its behalf.
Policy isn't always about things you can't do, sometimes it's about empowering players to do more. I want to have players' backs when they do dramatic and narrative things.