But that’s stupid. suicide bombing a target is not a glorious death. DAGD is meant to mean martyr, as in, make a big scene with you at the center, having everyone look at you as you do x or y, resulting in your death. That’s what a martyr is.
While I agree, a funny plasmaflood out of nowhere is just not a clever or interesting use of a MARTYR objective, people going all nuts and bazonkers over sec with weapons is a proper use of this objective.
And even despite all that, I really can’t agree at all with the entire idea that you cannot do massive dramatic events without having roleplayed with the server when you have martyr.
A martyr appearing as an objective is meant to spell “BIG TROUBLE” in capital letter. The roleplay issuing from a martyr would be good if it came from them, but it’d still be interesting if they created a tragedy and roleplay resulted as a result of their wordless actions, which caused their death and made people know it was them.
I really can’t argue more in favor of dying more often in ss13. Dying is essential to drive a narrative forward, and while mine may have ended, I’ve got to observe other people treating my death as a really cool way for them to roleplay emotions and moving forward. I’ve had rounds where a few of us banded together to escape to lavaland in the middle of a ruined station with nobody else alive, and it was incredible fun.
Death is not the end, death is not the goal, death is a tool that needs to be utilized more often and embraced, instead of being seen as either a way to create a win or a defeat.
Martyr/DAGD/hijack leads directly to that. Their insertion into the round’s overall story will create infinitely more interesting roleplay than if they just killed a single person and disappeared without doing any more damage
I want the exact opposite of what you seem to be advocating for. I want martyrs to create more grandiose and destructive acts before having their own lives ended. They should be a turning point in the round, and not just another slight note to forget after 2 or 3 more rounds.
And if that causes the martyr to do a massive project and wordlessly do something on his own for 40 minutes before unleashing it onto the station and changing the entire mood/tone of the shift out of nowhere, then i’m all for it.
Last thing I want to add is, you should try and play some TTRPGS, and see how a game’s narrative switches up completely and becomes so much more interesting and entrancing once something big or a tragedy happens, especially more when it includes a member of your group, ie when a pc dies and things go batshit wrong.
Nothing is more tense than being stuck in a really bad position, and nothing is more exhilarating than trying to find an answer and succeeding or even failing. The narrative experience gained from that is so much more memorable than if things only slightly deviated from normal, and you either had mild failures or complete success.