diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 70ce6f0fc7..a963f4f4b0 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -213,6 +213,7 @@ Space Station 14 - [Revolutionaries Rework](en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md) - [Tourists](en/space-station-14/round-flow/proposals/tourists.md) - [Station Ecology](en/space-station-14/round-flow/proposals/station-ecosystem.md) + - [Roundflow](en/space-station-14/round-flow/proposals/roundflow.md) - [User Interface](en/space-station-14/user-interface.md) - [PR Guidelines]() diff --git a/src/en/space-station-14/round-flow/proposals/roundflow.md b/src/en/space-station-14/round-flow/proposals/roundflow.md new file mode 100644 index 0000000000..177a3ca115 --- /dev/null +++ b/src/en/space-station-14/round-flow/proposals/roundflow.md @@ -0,0 +1,45 @@ +# Round flow + +## Narrative structure + +All game modes, like any good story, should follow a narrative structure and have story beats. + +For the crew, all game modes start with a simple theme: You are working your ordinary shift on a space station, but something has gone terribly wrong. + +On the other hand are those who work against the crew; in one shift the player might be one of 5 elite operatives sent to raid the station with the goal of detonating a nuclear fission explosive aboard the station. In another, they could be hidden amongst the crew as patient zero of a zombie outbreak hellbent on spreading zombification at any cost. + +Despite both scenarios leading to the station's destruction, the atmosphere and energy of a round feel vastly different. Making for memorable and unique situations that are fun to recount and be told about! + +A laying out of the game modes' story structure gives them direction and context to those participating in their development. + +## Emergent storytelling + +The beats of the story for each game mode should come naturally to the players as a result of mechanics associated with the game mode. + +Those who are in charge of driving the story forward should arrive at the same conclusions by being nudged in a desired direction through the use of game mode-specific mechanics. Whether it is done through flavor text, skills, afflictions, or equipment. The behavior should come as a byproduct of the mechanics. + +As an example, for Initial Infected, the goal is to convert as many crew members into zombies as possible, but you can only stave off the infection for so long before it begins to convert you. Before becoming a zombie, you may leverage your allegiance with the undead to gain a unique combat advantage to help further the infection. Commanding a horde of zombies to be used as a walking meat shield as you hunt down any remaining uninfected people with your unimpaired mobility. Alternatively, you may sabotage vital station infrastructure that makes the station uninhabitable to the uninfected while leaving the zombies unscathed. + +As a corporate rival sent to sabotage the station, should you invest your limited resources in obtaining a reusable but slow-to-charge auto-hacking tool? Or should you buy a cheaper but conspicuous one-time-use remote explosive? Maybe do neither and spend your limited time in the shift making an alternative by leeching off the station's success. + +## Every story has its end + +All game modes should have a clear end goal and conclusions utilizing mechanics exclusive to the game mode. + +There should be no ambiguity for what players should be working towards; a clear and concise goal will keep players thinking about how to approach and eventually accomplish said goal. This applies to both the crew and antagonists to give players a desired end state for the round. + +Naturally, opposing factions will conflict with each other, and their goals are mutually exclusive. At times, it will come at the expense of player enjoyment, which is why we must put an emphasis on the fact that the mechanics are responsible for the end result. + +Catastrophic incidents may force a round to end abruptly, leaving no one satisfied. While not a desired outcome, it is one worth mentioning; if a game mode aims to end a shift in this way, it should have proper rising tension and climax to avoid dissatisfaction. + +## Freedom, as a means to an end + +Those driving the round have freedom to do what they please, ultimately for the sake of reaching their conclusion / goal. + +Freedom of approach is encouraged and often makes for memorable round experiences. However, those in charge of the conflict must be given pressures to pursue accomplishing their goals. Even the most interesting conflicts can overstay their welcome. + +## Time is of the essence + +Never have both sides be in a position where waiting is the best or only move. + +Those accomplishing their goals or looking to resolve conflict should never believe that waiting is the best course of action for solving conflict. Inaction should be discouraged or punished, whether it be done through imposed time limits or resource management. \ No newline at end of file