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- Oct 5, 2024
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I know there was a some talk about this in the meeting, but it's important we all get really crucial feedback onto this part.
I think personally it would be good to open the ability for rebel characters to play as moles pretty seamlessly. Even if we don't go into the CCA counterpart it would be really rich for the setting to have rebels sign up to be moles.
On the CCA side internal intel, as well as the ability for normal cops to become part of some sort of role as that can make really good story progression. I notice when CCA players quit most is they languish at one stable consistent rank forever. You can have a seemingly normal character suddenly have new challenges and new perspectives on the world by how they're treated going from 03 to 02 etc. The more places they can wander the better.
I know there was further talk of ways there could be existent external intel. We'd have to be careful. I have experience playing intel in one of TnB's roleplay ruining death squads. The primary issues internally that people don't notice are the following. I probably forget a few.
- No solid direction from higher up.
- Long investment to get an intel character OOCly biases you to never do something really stupid and risky so you just sit there ruining roleplay forever.
- Your character's motivations are quickly divorced from in world ones to simply "go fuck with the rebels." If we do go this route we need to prioritize the individuality of a character and give them plenty of reasons to feel conflicted or defect.
- You needed insane authorizations to do any form or rogue related activities or face a ban from the CCA. So yet again no more risks at all.
- The means of information gathered is broad an expansive rather that individually goal oriented which makes better RP. There would need to be a means of giving them distinct goals from a likely admin controlled authority to lead them to make good roleplay choices.
- Instant black and white PKs for fucking up anything at all ever. Yet again discouraging fun nuanced roleplay.
I know pants mentioned earlier he'd like the idea of having handlers guide some sort of external intel. I think I could pull something like this off with help or alone even. Before hearing other people's ideas I briefly thought of making a character simply to act as a regretful double agent so they rebels get some counter play.
If we go this route, and for other intel it should follow a simple rule. "The high grand orders are always obscured, and the characters sent for this are overwhelming kept in the dark on a need to know basis. They are expendable and rarely know their own colleagues. This is to keep them subservient and incentivized to making good roleplay choices. This should be treated like how a monster is most scary and mysterious when it is not shown on screen."
This vague guideline creates good roleplay and can incentivize traditional pit falls.
I think personally it would be good to open the ability for rebel characters to play as moles pretty seamlessly. Even if we don't go into the CCA counterpart it would be really rich for the setting to have rebels sign up to be moles.
On the CCA side internal intel, as well as the ability for normal cops to become part of some sort of role as that can make really good story progression. I notice when CCA players quit most is they languish at one stable consistent rank forever. You can have a seemingly normal character suddenly have new challenges and new perspectives on the world by how they're treated going from 03 to 02 etc. The more places they can wander the better.
I know there was further talk of ways there could be existent external intel. We'd have to be careful. I have experience playing intel in one of TnB's roleplay ruining death squads. The primary issues internally that people don't notice are the following. I probably forget a few.
- No solid direction from higher up.
- Long investment to get an intel character OOCly biases you to never do something really stupid and risky so you just sit there ruining roleplay forever.
- Your character's motivations are quickly divorced from in world ones to simply "go fuck with the rebels." If we do go this route we need to prioritize the individuality of a character and give them plenty of reasons to feel conflicted or defect.
- You needed insane authorizations to do any form or rogue related activities or face a ban from the CCA. So yet again no more risks at all.
- The means of information gathered is broad an expansive rather that individually goal oriented which makes better RP. There would need to be a means of giving them distinct goals from a likely admin controlled authority to lead them to make good roleplay choices.
- Instant black and white PKs for fucking up anything at all ever. Yet again discouraging fun nuanced roleplay.
I know pants mentioned earlier he'd like the idea of having handlers guide some sort of external intel. I think I could pull something like this off with help or alone even. Before hearing other people's ideas I briefly thought of making a character simply to act as a regretful double agent so they rebels get some counter play.
If we go this route, and for other intel it should follow a simple rule. "The high grand orders are always obscured, and the characters sent for this are overwhelming kept in the dark on a need to know basis. They are expendable and rarely know their own colleagues. This is to keep them subservient and incentivized to making good roleplay choices. This should be treated like how a monster is most scary and mysterious when it is not shown on screen."
This vague guideline creates good roleplay and can incentivize traditional pit falls.