Conflict drives stories.
Conversion antags draw more players into the story.
Team based conflict, forces the conflict onto everyone. Antagonist vs crew.
Bee players however do not want pvp conflict.
I recall skimming bee forums to find Tapczan’s conduct in question.
Only for it to resolve into the classic situation i once found myself in.
The story typically went like this, someone was upset that the roboticist built a mech to defend the crew with.
On a glance it seemed perfectly normal conflict to the average SS13 player, and yet there was a player report.
The report wasn’t the problem, it was well within reason. But the current mindset of most bee players was a problem. I would be laughing at the state of things if this issue arose in any other server; imagine playing your role on the station within the bounds of the rules and constantly getting player reports for it.
The reports were shot down, but the message is clear. Players cannot differentiate what is too much ‘gaming’ because they on bee will never experience it on the other side.
Any form of PvP regresses into a taboo that outs you as an antag where your crewmembers will watch you be dragged away for fears that using the tools available to them results in community backlash.
The solution really is to stop PvP and focus on PvE.
The people who enjoy PvP are all having fun else where.
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My best TDM experiences were conducted with ups and downs in tension.
Cultists were found out….The cult snowballs!….Big random event wipes them and equalizes….gritty combat that extended into stalemate because one side did’nt overpower the other…
Combat should resolve an arc, but not end it and become the whole story.
The most memorable round i had was on tg and it was non-combative for most of the round.
The players spawned in and were told the by central command that the captain needs to finish the DNA vault in 25 mins or face summary execution.
EVERYONE was involved, there was stakes and everyone needed to work together.
After 25 minutes and we failed, CC send a message that there would be a death squad coming and the cooperation for the next 20 mins was spectacular as the crew banded together to protect the captain, it functioned practically as PvE as the deathsquad became the enemy and everyone was enabled when they were sentenced to death.
TDM can be executed on bee. It just needs stakes for the whole crew and implicit buy-in (usually their lives). Tension and balance needs to shift, not for individuals but for the entire team. And the enemy needs to not be from the crew, since pvp is trash on bee there needs to be a focus on external forces instead of traitors.
Empower the crew to be heroes of their own story and any ‘TDM’ will probably bring enjoyment to all. One side will win, that’s the goal of either side.
The play is to build tension then release it, giving the resolution to the players.
And then adjust indirectly to the side that is winning or losing.
Please give everyone implicit buy in, the worst events i experienced where done when the admin expected a select few people to play the story. And in the end, only a select few people actually interacted with the event or were able to influence it.
The biggest offenders are events that involved select information known only to a few players.
In the end no one knows about it and the rest never get surprised. No tension, no release.