This sounds a lot easier than it actually is. The real issue with “metaknowledge” is that ss13 is a huge and complex game, and writing down every single example of what is or isn’t metaknowledge is completely unfeasible.
Don’t forget that said page would then also have to be updated every time something code wise changes.
And if we manage to get all of this to work, we’d require players to read through pages upon pages of rulings for every single situation. Not a great idea.
Antag knowledge is in a bit of a weird place because it’s not only a rules issue either.
The crew has to know what nukies are, what a blob is, xenos. Otherwise they literally all die.
It feels terrible for a player to just get themselves killed because they aren’t allowed to do anything but the game pretty much requires them to do so.
This results in how antag knowledge is handled currently, and that is on a case by case basis.
- Normal crew has mostly heard rumors and basic evacuation procedure regarding antagonists.
- Security/captain/heads and to a certain extent the AI; have more knowledge than the regular crew. (Mainly how to fight them).
But no role actually knows something akin to “The changelings blade ability costs X amount of chems thus he only has XY left”, that would be OOC knowledge.
On the other hand it’s absolutely fine for security to know that a changeling can revive+has an armblade.
As long as you don’t go out of your way with metaknowledge you’ll be fine.
Isn’t that an ingame thing? Like if you cryo you get a prompt to ahelp first. Same goes for heads.
Oh lol you’re right. Why is blob not on there and why did nobody notice this. Fixed it, thanks!!
I feel like the wizard survivalist is rare enough to not really be worth adding to the page though. The flavor text should be enough. The less “restrictions” and more natural IC roleplay the better anyways.
Similar issue like with your first suggestion. The scope is out of this world. Ss13 is a game that has been in development for the past 20 years.
There’s so so many different interactions and possible situations.
Our rules are already too long as is. I don’t want players to feel forced to read through 3 pages of special rulings for each antagonist. And if they miss a single line they get noted and banned? Awful.
Our rules are already too long as it stands.
And imagine having to go through all the different pages of specific antag rulings every time a small feature ingame gets changed to adjust it.
And then you miss something, and suddenly it’s conflicting and so forth.
It’s a nightmare.