diff --git a/src/assets/design/roundflow/radstorm-humour.png b/src/assets/design/roundflow/radstorm-humour.png new file mode 100644 index 0000000..7387cd0 Binary files /dev/null and b/src/assets/design/roundflow/radstorm-humour.png differ diff --git a/src/design/roundflow/stagehands.md b/src/design/roundflow/stagehands.md index 20ffed8..7cf1ceb 100644 --- a/src/design/roundflow/stagehands.md +++ b/src/design/roundflow/stagehands.md @@ -29,11 +29,35 @@ These observers, by virtue of being equal parts spectators and participants in t Additionally, it creates a situation where, even though stagehands are not part of the physical round, they are still capable of having an impact on things as a group. Stagehands can freely talk with each other and coordinate votes to create interesting decisions, which helps lessen the feeling of being "excluded" from the round after death. -### Blessings & Curses {.es-unimplemented} +## Stagehand Emotes -Blessings and curses are types of stagehand-initiated vote that allows them to have a more targeted effect on the round. -Rather than simply choosing options, a stagehand can create a vote for a specific action (good or bad) to happen targeting another player. -The other stagehands are then required to vote Yes or No whether the action should be allowed to occur. +Emotes are actions made available to stagehands which play a matching audio sample to the stagehands and have a chance for living people in the area to hear. -This essentially functions as a player-oriented version of admemes, where the stagehands as a collective can choose to reward or punish players for their actions, often to great comedic effect. -While these things obviously shouldn't have as high of a game impact as regular votes, they can be a nice opportunity for the game to karmically respond to the things people are doing during a round. +Deadchat is often filled with people complaining about someones actions, rightfully or not. +This allows a way to vent some frustration more effectively than just yelling to other stagehands, as it is actually directed towards the offending player. + +It also allows living players to recieve feedback on their play; a syndie who just completed an objective may get a round of applause, with obvious benefits. + +## Nudges {.es-unimplemented} + +Nudges are used by stagehands to influence specific players in round with status effects or other small boons. +A nudge can be positive or negative, but opposing nudges nullify eachother, i.e. 4 positive nudges and 6 negative would come out to be 2 negative. +Once a nudge is applied to a player, it can only be retrieved once they complete an objective or die. +Each stagehand has a small amount of nudges depending on how many of their objectives they have completed in their time in the spotlight. + +This continues the concept of an organic game director on a lower level; the stagehands compete for their favourite individuals, whereas votes act as an influence over the station as a whole. +For example, it allows a natural underdog bonus, as a troupe that has killed a large number of people will have many enemies beyond the curtains. + +The passive nature of the effects mean the player can still go up against all odds, or fail dramatically even with the backing of every single audience member. + +The nullifying effect of nudges are the main balancing factor. +A character that attracts a large amount of nudges in one direction will likely draw in opposing nudges as well. +Allowing the stagehands to see the total and effective number of nudges on characters naturally invites this behaviour. + +### Radstorm Nudges {.es-unimplemented} + +Stagehands can use nudges to shift the radstorm closer. +It has no effect unless a proportion of the stagehands nudge for it, to prevent abuse. +This allows a round that has petered out due to decay and/or all the troupes failing to complete their objectives end at a good pace. + +![](../../assets/design/roundflow/radstorm-humour.png)