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1 change: 1 addition & 0 deletions src/SUMMARY.md
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Expand Up @@ -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.md](en/space-station-14/round-flow/proposals/roundflow.md)

- [User Interface](en/space-station-14/user-interface.md)
- [PR Guidelines]()
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38 changes: 38 additions & 0 deletions src/en/space-station-14/round-flow/proposals/roundflow.md
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# Round flow

| Designers | Coders | Implemented | GitHub Links |
|----------------------------------|---------------------------------|-------------|---------------|
| ThatGuyUSA, Princess-Cheeseballs | All of our lovely contributors. | ✖️ No | [Wizard's Den](https://github.com/space-wizards/space-station-14) |
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## Narrative structure

All gamemodes, like any good story, should follow a narrative structure and have story beats.

For the crew all gamemodes 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; their stories start vastly different. But in some way, shape or form, end up being the foil to the station. In one shift the player might be one of 5 elite operatives sent to detonate a nuclear fission explosive aboard the station. In another, they could be 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 gamemodes story structure gives it direction and context to those participating in its development.

## Emergent story telling

The beats of the story for each gamemode should come naturally to the players as a result of mechanics associated with the gamemode.

Those who are in charge of driving the story forwards should arrive to the same conclusions by being nudged a desired direction through the use of gamemode 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 initial infected, your goal is to convert as many crew into zombies as possible, but you can only stave off the infection for so long before it begins to convert you. So before becoming a mindless shambling zombie you may feel inclined to bring as many people down with you as possible. Alternatively you may sabotage vital station infrastructure that plays a key role in curing the zombie virus. As a corporate rival sent to assassinate the Captain, should you take the quick and dirty method utilizing heavy-duty explosives and risk outing yourself? Or should you take a stealthier approach that takes more planning, at the benefit of keeping yourself inconspicuous to make escaping easier?

## Every story has its end

All gamemodes should have a clear end goal and conclusion.

There should be no ambiguity for what players should be working towards, a clear and concise goal will keep players thinking how to approach and eventually accomplish said goal. Not all rounds end as gracefully as one another, in most cases it is from the stations defenses being overwhelmed. In some extreme scenarios the antagonists need not intervene before the stations untimely collapse. The inverse also applies, an antagonist can be done in early by another antagonist before they get a chance to accomplish anything. Which is particularly brutal for stealth focused / infiltration antagonists, as they might vanish without a trace of them having even existed.
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## 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 find themselves waiting as the best path forward to ending conflict. Inaction should be discouraged or punished whether it be done through imposed time limits or resource management.
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