Here’s my design proposal for improving traitor RP. Suggest whatever in the comments.
Traitor RP Improvements
Traitors as they are are not very conducive to roleplay. This is because the gameplay heavily encourages focusing solely on obejctives, winning, and greentexting.
There is a dissonance between what the player thinks the game wants them to do, and what they want to do - and what roleplay standards and making the round fun for everyone else expects.
A player who is a “perfect” gameplay antagonist will have made the round horrible for everyone else. So we should insted aim to align the player’s goals with making things fun for everyone, not just themselves.
This proposal hopes to not only make being a roleplaying traitor align with what the player wants to do, but make it easier to be a fun traitor for everyone else.
Proposals
Character-specific antagonist preferences
Some players do not want specific characters to be an antagonist, and allowing them to disable it per-character would make this much easier to accomplish.
Antagonist backstory prompts
Why?
As is, a player is only given objectives upon rolling traitor. It is entirely up to the player to decide how this fits into their character, which can present a problem, as not everyone is very good at coming up with backstories even if they do have a character in mind.
How?
Giving players a pre-generated backstory would allow players who may not have complete “antagonist” characters to have something to work with. Maybe their kill target was someone that their significant other cheated on them with. Maybe a close family member was imprisoned by Nanotrasen.
Players could choose to ignore or write their own reasoning, per-objectives, in an updated IC->Notes menu. Prompts would be provided of possible common situations.
Potential Backstories
- You were blackmailed by the Syndicate into doing something for them
- They have a family member hostage
- They irrefutable found evidence of your malpractice
- They stole a large sum of money from you
- Nanotrasen has crossed you, and you want revenge, so you decided to work for the Syndicate.
- Imprisoned/dead family
- Bad working conditions
- Sent to SS13 after expecting a promotion
- You’re a member of the Syndicate who got hired by Nanotrasen
- You want a promotion at the Syndicate, and you know this is the only way
- They offered you a large sum of money to do the job, enough so you can live comfortably the rest of your life, and you’re okay with doing anything for yourself and your loved ones
- You think you’re helping free the crew from tyranny, your targets are too loyal and must be stopped
- The Syndicate lied or exaggerated to you about NT, telling you of awful things they did and how they’re responsible for wrongdoing. You’ve got to put a stop to it, but you’re slowly discovering things aren’t what you thought.
- They told you that NT killed your family, but it was actually a Syndicate op.
- They told you NT kills workers after leaving the station, to prevent information from leaking, your targets going to die anyway, and they’ve been brainwashed into doing said killing.
- You are just straight up evil and psychopathic, and the Syndicate liked that about you
- You have antisocial and psychotic tendencies, you really aren’t all there and you want the world to burn
- You really like fire, you’re a pyromaniac
Removing Greentexts for Traitors
This would only apply to traitors.
This would encourage players to also do gimmick objectives and try to make fun, rather than win. The greentext is a key motivator to “game”, and removing it does not devalue the gameplay whatsoever, but rather tells players we want them to focus on roleplay.