Sandbox:Lavillastrangiato
In Revolution, inflammatory ideas have started gathering steam among the crew, and it is the job of those loyal to the Stellar Corporate Conglomerate to stomp on this movement by any means necessary. As either a Revolutionary or a Loyalist, you must rally those sympathetic to your cause and either organize a crew takeover of the ship, or maintain the status quo (or whichever new status quo you've decided on). Note that it must be proper and believable.
Starting Out
You spawn in your starting area, with obvious text indicating you are an antagonist. Movement leaders (of which there will be one to three) begin with an uplink with a limited amount of TC, and one free announcement to act as if they are Central Command. Use this wisely. Your announcement must be concise, within the realm of possibility and reason, and be of sound structure and language (considering you're posing as Central Command).
As an antagonist, you have access to AOOC
, and can use this to communicate OOCly with your fellow players. It is here where you will decide on your gimmick for the round; what is happening, why the crew will rebel, and the vague outline of the actions taken by either side. Once you have settled on this, it is time to make your free announcement, and proceed with recruiting the crew.
To convert someone, a Head Revolutionary/Loyalist must right-click on an adjacent individual and select "Ask to Join". This will provide a pop-up prompt where they can choose to accept or decline, but if they decline they can be approached later. When someone chooses to convert, they will have a red/blue f/C icon over their head to identify them as an ally to your cause. Most people are not going to join you without a roleplayed build-up to requesting you join their cause. Revolution is a very roleplay-heavy game mode.
Gimmicks
The typical outcome of revolution is a bloody uprising, though there are still ways to end up with a non-violent yet engaging plot for the round. Regardless of how it ends up, choosing an inciting incident for the uprising to actually happen is a very daunting task. True to life, most people aren't willing to get violent with their coworkers in the middle of deep space because Central Command has ordered all the vending machines removed.
Therefore, to start a proper revolution, consider the following:
- Keep people front-and-center in the round as much as possible. Gimmicks that involve arresting all crew of X group are extremely common and difficult to actually enforce. If you make the gimmick to "arrest all Solarians", it is highly likely that the Chief Medical Officer might balk because one of their first responders is a Solarian, and the Head of Security may have to arrest their entire department. Also, assuming at least a few people capitulate to arrest, most of their round is going to be staring at the wall in their cell, which isn't fun for anyone.
- Less is more. Cooking up an elaborate story for why the Sol Alliance has decided to invade Tau Ceti again is all well and good, except that nobody's going to read that announcement paragraph you spent ten minutes on. Keep it simple, snappy, and stupid; why does this affect the Horizon, what's the thing about it that's causing people to rebel, and why should the Loyalists try and preserve the status quo?
- Be reasonable. Dominia has invaded Elyra! Arrest all Dominians! Miranda Trasen has declared war on Titanius Aeson! Kill all Hephaestus employees! Horizon, shoot this ship full of orphaned puppies with the Leviathan or your family members die! When you're making a gimmick, it's tempting to make it so over-the-top as to immediately incite bloodlust. But excessive, comically cruel or wacky gimmicks generally cause people to disengage with the round beyond the bare minimum, or simply go to the residential lifts.
Even with this in mind, you have a hard job ahead of you. Don't be afraid to ask your fellow players what they think in AOOC, and make sure to settle on a concrete goal and desired outcome. Good luck.
Gimmick Concepts
Revolutionaries
- You are an anti-corporate revolutionary who desires Biesel, in particular, to be returned to the control of the people. You could seek to end NanoTrasen's monopoly, be a Samaritan, a Himean, or simply an independent actor against corporate interests who has found their way on to the Horizon.
- You are an alien, or an alien sympathizer, who is appalled by the treatment of non-humans in the Stellar Corporate Conglomerate. [Insert injustices here] have forced you to take action!
- You believe the general operations of the Horizon are abysmally inhumane, and seek to put an end to how it's run as a whole.
- You believe the Stellar Corporate Conglomerate is hiding things from you and the galaxy at large, and have discovered one of their biggest secrets (and what it is, exactly, is up to you)! You must share this secret with the Orion Spur, and take control of the Conglomerate's flagship so they know you mean business.
Loyalists
- Whether from paranoia or actual evidence, you believe a certain subset of people have intentions to cut ties with the corporations that have economically assisted Tau Ceti through thick and thin.
- You might expect unruly elements to be behind the revolution, and have doubts as to their sincerity.
- You're a corporate stooge. You want to curry favor with your employers, and get a raise after this is all said and done.
- You might plan to counter this movement and use the power you've gained by doing so to try to stage your own uprising.
- You believe the revolution has been founded for misguided reasons, and seek to put an end to it on that basis, through varying means.
- You're just plain biased against the ones leading this revolution, and seek to put an end to it.
Motivations
Remember that your particular agenda in this can be up to you. There are many ways you can go about spreading your cause and the reason behind it. It's a spot where creativity shines. Try bribery - Go get some funds from the ATM, and set about trying to pay off those with questionable loyalty. Offer them contracts outside of NT if something goes wrong. Others can be persuaded by convincing them that they can get a promotion themselves out of this, as long as they remember who they owe the favor to... Give people reasons to think they can change NanoTrasen by doing this! Explain to them what their work is contributing to-- And convince them that it's nothing good, rake muck! Give personal blackmail, true or false out, on the Heads of staff. Maybe they already have a chip on their shoulder regarding some of command. Were they treated poorly, or perhaps it's something more petty? Consider it also an excellent RP oportunity to get you out of your workplace.
None of this is foolproof, and remember-- People can most assuredly betray you! It's heavily recommended you try to personalize your approaches-- Convincing often fails. Try not to get caught lying to two different people as to your intentions! They might turn on you, to the Fellowship, the Contenders, or even just to the unaligned Station Command.
Heads of Staff
You may receive some announcements from Central Command through the Head Fellow/Contenders. How you handle this can vary for your character, however, being needlessly suspicious of the announcement and refusing to follow it for nonsensical reasons is against the rules. You are expected to follow the announcement if it's within reason. Use the F1 hotkey to contact ingame moderation during the round if you're unsure.
Additionally, you may find yourself assigned as one of the leaders of the two teams, in that case, you should try to make sure that the Crew follows the announcements as laid out where reasonable, even by the opposing team. This is for the good of the round and everyones fun, afterall.
Station Staff
As a member of the general staff, Revolutionary rounds should be treated very similarly to every other round. if you see a Crewmember attacking another, you should do as your character would, likely to try stop them or report it to Security. Remember that mutiny and terrorism are still things you should avoid unless your leaders deem them necessary and your sense allows.
Antagonist roles
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Antagonists | Traitor - Mercenary - Ninja - Changeling - Vampire - Revolutionary - Raider - Cultist - Cortical Borer - Loner - Technomancer |
Jobs on Aurora
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Command | Captain - Executive Officer - Head of Security - Chief Engineer - Research Director - Chief Medical Officer - Operations Manager |
Command Support | Corporate Liaison - Consular Officer - Bridge Crewman |
Security | Security Officer - Warden - Investigator - Security Cadet |
Engineering | Engineer - Atmospheric Technician - Engineering Apprentice |
Medical | Surgeon - Physician - First Responder - Psychologist - Pharmacist - Medical Intern |
Research | Scientist - Xenobiologist - Xenobotanist - Lab Assistant |
Operations | Hangar Technician - Shaft Miner - Machinist |
Service | Assistant - Off-Duty Crewman - Passenger - Bartender - Chef - Chaplain - Librarian - Janitor - Botanist - Corporate Reporter |
Non-human | AI - Cyborg - Personal AI |
Special | Merchant - Ghost Roles |