Jump to content

Zelmana

Members
  • Posts

    366
  • Joined

  • Last visited

Everything posted by Zelmana

  1. Thanks for clarifying. I agree somewhat with your sentiment about some stationbounds. Drones specifically are even instructed to not interact with crew to be emotionless repair bots, yet are seemingly always wearing quirky hats and running around the main conflict areas/scenes.
  2. Faye, I enjoyed reading a lot of this post series as I enjoy the topic of Synthlore. While I take preference to another applicant, I would regret not understanding your perspective here. I do not intend for this to be a means of challenging your overall application, but this specific lines and topic of stationbound is concerning, with regards to the thematic understanding of Synthetic. A dialogue that I reference in the other applicants remark, is Asimovian theory. This story theme, and essence, are vital to Synthetic lore. Asimov's works, as well as others such as Phillip K. Dick, are drawn from heavily in our setting and understanding of positronics. The root of these stories is plain; Are Synthetically created life sympathetic, (to human desires and emotions), and if they are, do they thereby have a soul or "being"? A majority of theming in Synthlore is directed back to these foundations. Now that the philosophical point has been made, my query- Why would IPCs, or stationbound for that matter, acting slightly human, be a negative roleplay trait? Would limiting consistent round to round "relationships" for stationbound further roleplay ability, story, and prose, or limit it?
  3. So many answers here aligning to a great understanding of Asimovian dialogue and PKD influences, which serves as the cornerstone to much of our Synthetic lore. Not many appreciate philosophical nuances of the lore created in that space, but based on your answers I feel you'd be able to confidently decipher steps forwards, improvements, and most importantly- preservation of core concepts and ideas at the heart of synth lore.
  4. Security [i]: 

     

  5. Just found the real life inspiration for the Dominian academic fencing. Very cool:

     

  6. The dance floor is so MRP to me anyway.
  7. Some consulates have negative goals as well. Golden Deep for example.
  8. Something to keep in mind is the emergency escape for Captain's quarters.
  9. There's the place on Deck 1 for crewman to gather and do stuff. It is, however, painfully away from the bridge.
  10. I agree with Dreamix that consulars should not be in the Bridge. Additionally, as stated in their sidethread with an alternative suggestion, Captain seems pushed aside. I am biased, but the bridge crewman's office having a nice look out into the expanse while the Captain is shoved back into a closet seems fucky wucky.
  11. I completely agree that Consul has no place in the bridge.
  12. What I hate about both of these designs is that both Captain's Quarters and Captain's Office both lack windows and any good design. Why is it that the meeting room has a more prime location than the Captain's office? I main Captain and I feel like this would stuff what I perceive to be some of the most round-influential characters into a closet on the other plan, or here less prominently.
  13. Where did the Captain's office end up?
  14. normalize making 2,000 word posts on the forums

  15. Why do all these Europans whisper so much? Speak up, people!

  16. While this may sound tone deaf (no pun intended), know my intention isn't harmful against the mute/deaf community. There exist some disabilities. In each of these we could say they are "variants of the norm", to which there are technological "solutions" to bring the disabled person back to the normative baseline (I know my language here makes it seem like these are problems needing to be solved, but plainly put they are not statistically 'normal') In each of these scenarios where technology has been implemented, we have also gone some steps further inside of our tech/sci-fi setting. For example: Mobility Issues: Crutches -> Wheelchairs -> Cybernetic Prosthetic Legs / Tesla Spines (Full Replication Reached) Blindness: Optical Nerve Implant/Prosthetic (Full Replication Reached) Deaf/Mute/HoH: Sign -> Vocal & Auditory Implant (Full Replication Reached) - Or nearly full, since it utilizes TTS Essentially- in our setting, full replication of the 'lost' capability in the baseline is achieved already through technological means. In my personal opinion, wheelchairs exist in setting because they are a temporary mobility aide, similar to crutches. Those who have lost full mobility it is more believable that they opt for full prosthesis (or tesla spines). On the subject of HoH/Deaf/Mute, there is no need for the "intermediary/temporary" solution such as crutches or wheelchairs, and users who are permanently differently abled have the option of fully replicating the lost ability. Simply put, I would see these as a regression and more primitive option for "solving" the "problem" (I know how bad that reads), when an already more advanced assistance is available.
  17. How would the sign gloves impact role restrictions based off of communication needs?
  18. Merge Captain and Assistant roles

  19. me "takes a drag of their cigarette. GOD they're so cool."
  20. I feel you've gotten better at developing more grounded characters and would be fine seeing what you can add to synth rp with IPCs. +1
  21. Yes to engines no to thrusters
  22. Then you are, as your analogy puts, still learning the notes. Plenty of 'good roleplayers' without Command WL are capable of doing a majority of the list of things you listed you struggled with. I would say, analogously, they are 'playing songs'. Command is supposed to be above that. They are 'composers' in terms of quality, if you will.
  23. I would like to restate my desire to see Fluffy learn to roleplay well by playing a something like bartender to see if their quality rises. Otherwise, I do expect the nearly exhaustive list above of a Command/HoS character. I'm leaving my review as -1 for this go around but hope to see them take advice and learn some things as I've seen them do well previously. I think I've said my piece.
  24. Hey Fluffy- the tone is shifting here a bit, but I want to be clear on why. The problem you had with my grievance is that you cannot manage to do so many things at the same time. Additionally, the piece that I pointed out to you- regarding prose, grammar, and character believability, are the cornerstone of great roleplay. Command is supposed to be not only an example of individuals capable of doing mechanics of a role, but doing them in a manner that is a) compliant with the ruleset b) encourages the round and flow c) with a developed character and most importantly d) doing so through roleplay, of which quality is ideally above par comparatively to the playerbase. That being said, there are many characters who are NOT command and roleplay AMAZINGLY, and conversely there are some in Command who neglect occasionally proper roleplay standards. You posted a huge list. Below I have grouped them into categories. I believe that almost the entirety (except one) are 100% completely expected of someone who is both roleplaying well and running Command. It often times that a trial whitelistee is someone who roleplays well, or can do the role of Command well, but must be taught to do both at the same time. I fear that through your trial you've demonstrated that both these skillsets (roleplaying well and the command role separately) need some work. Anyway the list you posted above stating you can't do them all are categorized neatly into some broad subjects that are essential to good Command RP: Departmental Orchestration & Running of Security (Heightened Responsibilities of Command & Difficulty Rating of Head of Security (difficulty is listed as one of the hardest in game)) Send personalized instructions on what to for every change of the situation Send status updates along with the above Get status updates from everyone on how are things going Go around checking how things are going in the ship Observe the brig to ensure the correct sentence and proceeding is applied Check the IC law on the wiki to make sure of the above (You should, without a doubt, be able to have a decent knowledge of IC regulations as a member of Command, doubly so as a HoS. Many HoS can quote i-codes. This is just being familiar with IC regs which is expected as HoS) Remind everyone that we have investigators and to hand over the antags for the processing, to the investigators to go check things reported by the crew, to officers to go check potential calls (Simple departmental orchestration, making sure people stay in their lanes) Read the security history of the multiple POIs that the investigators print and assemble, which do not print the charges so you have to use the PDA (Not really needed, you can just stay informed through talking to your detectives and having roleplay conversations about people they've found interesting.) Try to negotiate with the antags (Through Roleplay) See when it's time to send bystanders away in a manner that makes sense for the IC reason to protect them without cutting the OOC fun of seeing the gimmick (Aka roleplay) Act in a Chain of Command (Heightened Responsibilities of Command) Send status updates along with the above keep the captain and rest of the command updated, which is basically doing the same thing as above but in another channel Check the bridge and bridge crewmen to know and remain updated on the status of third party ships, including roleplaying with them (Not always essential as HoS, but if you're the only Command, yes this is of course a requirement of being in Command) Try to negotiate with the antags Roleplay Capability (Expected of all Characters, Not just Command) Go outside the department to meet and talk with various characters (not just doing your mechanic role of say just doing surgery quietly) writing and doing actions with the Me command Evaluate how the character would IC react to something Evaluate how OC is best for the round to react to something Merge the two together in a balanced way Get to know new characters Coordinate with other departments to prepare for medical emergencies, breaches, explosions, scientifical analysis and whatnot that makes IC sense (Otherwise known as 'responding to what's going on in round and roleplaying') Read through all the local chat, public channels and our channel to see if there's an emergency, someone asked something to me while i was writing or doing something, if I'm needed somewhere, if there's something I should be aware about (Keeping up with the flow of text is expected of someone in Command. Like I mentioned, I waited about 20 seconds for you to shake my RPC's hand, and I did not see a typing indicator for your character. Unless you had this disabled I'm not certain what you were doing.) Feign ignorance on what is happening when comms do not work, the antag starts sucking blood, morph into some mass or whatnot, in a believable way (This is a simple concept known as 'preserving round integrity' and should be done to an extent) Talk about it with the people present Have a Developed Character Characterize the character with more distinctive quirks (this is just developing a character and roleplay vs. creating a 'John Doe' to play a role) Go outside the department to meet and talk with various characters Maintain and foster established knownship/friendship with other characters (Known as having character relations, something that is a must) recall what each said or did, what we were discussing, what was the last thing we talked about, evaluate what's appropriate for the round to talk about (Otherwise known as 'Know whats going on') Get to know new characters (And form relationships with them if you find them interesting? God forbid) Not Always your Responsibility as HoS Coordinate with the other departments to involve them as possible in the gimmick - This majority of the antagonists responsibility Things You should actually probably not be doing unless necessary: Go hunt the antags with the rest of the security myself as possible (You should definitely be on-scene, but spearheading major things when you have appropriate staff is not something the HoS should do so directly, and is called 'frontlining'. Further, doing so without like, putting on a bulletproof vest, is also seen as a faux-pas.) Additional remarks: An ancedote regarding a gruff HoS doing the bare minimum to keep the department running is not something I want to see be an excuse for lack of good RP. They may have been a trial whitelistee, they may be under investigation for HoS removal, they may have had a player complaint immediately after the round for failing to RP well.
×
×
  • Create New...