Difference between revisions of "Odyssey"
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Odyssey is a gamemode | Odyssey is a gamemode centered around away-sites, Actors, and the Horizon. An Odyssey round is made up of two main components: The away-site and the Actors. Storytellers are an optional addition to an Odyssey round who wield multiple powers to enhance a story and, by extent, the round. In an ideal Odyssey round, the Storyteller(s) and Actors take in the away-site that the round will be based around, and craft a story based around that away-site. This story is then told to the Horizon through the Actors. The goal is for an engaging round where the Horizon has a hook that draws them in to engage with whatever situation is going on at the away-site. | ||
While an ideal Odyssey round has a Storyteller, one is not required for Odyssey to be played. In this case, Actors are given greater freedom in deciding a story amongst themselves with the tools and away-site given to them. This may be tricky at times, but Admins are almost always there to help. Feel free to Ahelp for assistance, or to potentially seek out one or more Storytellers post-round start. | |||
==Canonicity== | |||
Unique to Odyssey is canonicity. Typically, antagonist rounds are entirely non-canon. However, with Odyssey, some rounds may be treated as canonical, similarly to Extended rounds. Canonicity is the method in which Odyssey offers a way to have grounded in-character events on the Horizon, and at times draw in lore elements such as on-going arcs, while not compromising on the opportunity to play the more standard antagonist rounds. Both types of rounds, canon and non-canon, have different expectations in terms of intensity and plausibility as a result. | |||
Here is a breakdown of the difference between non-canon and canon rounds: | |||
===Non-Canon=== | |||
Non-canon rounds are where the typical intense stories found in standard antagonist rounds occur. There are very few restrictions on what may happen. Anything from a zombie outbreak to a Lii'draic invasion could occur. This doesn't mean violence and conflict are required, however. Calm but crazier or unusual stories also fit in here, such as a bluespace-originating research team unfamiliar with the Orion Spur. They may be peaceful, but the story itself wouldn't fit into a canonical round. | |||
As with other antagonist rounds, everything that occurred relating to the Actors or Storyteller is non-canon and cannot be referenced in future rounds. Character deaths are non-canon as well. | |||
===Canon=== | |||
Canon rounds are calmer than non-canon rounds. They are intended to be similar to Extended rounds, but with the ability to present a full story and incorporate certain lore elements if desired. However, this doesn't mean conflict is outright forbidden. Some rounds may be a simple diplomatic interaction with the Golden Deep or some other organization the Horizon may be visiting. Other rounds could be a tense crawl through a Nanotrasen research station taken over by greimorians with survivors desperately waiting for help. In both cases, the story presented is believable and not too violent as to deviate from the intended setting of the server. When in doubt, ask an admin. | |||
These canon Odyssey rounds are treated with the same canonicity rules as extended rounds. | |||
==Away-site== | |||
Away-sites are the setting of an Odyssey round. It is intended for the story to be based around these sites, although that does not prohibit allowing events to flow over into other locations such as the Horizon itself. They provide a centre point for the events to unfold and may help guide the story itself. | |||
Away-sites are as varied as possible to offer a wide range of settings. They can be anything from an abandoned storage facility to an illegal cloning base to a ship. This is all to help the storyteller and actors tell an enticing story. By default, away-sites come with a kernel of a story, and an associated organization. This dictates both the baseline equipment actors may choose from in the Odyssey panel, as well as offer gimmick ideas for actors and storytellers. However, gimmicks are not required to follow the given prompt, and storytellers may override the default organization as desired. | |||
Away-sites are selected during roundstart. Every away-site available is added to a list, which is then narrowed down based on which scenarios fit the sector the Horizon is in. Each remaining away-site is then compared against each other based on their 'weight' and probability. The final away-site is stated before the round begins (typically during load-in). | |||
==Actors== | |||
Actors are the way by which a story is told to the Horizon. Without Actors, Odyssey would grind to a halt and cease to work. While the Storyteller has the tools and position to direct and enhance a story, the Actors are the ones who truly make it happen, and how. | |||
In a standard Odyssey round, any number of Actors can be chosen. The current limit is 6, however this can and may change during different rounds and away-site types. The role is handed out similarly to other antagonist types and thus require the Actor to be toggled on in the character setup menu. Like other outside antagonists (Mercenary, Operatives, Etc.), it is not possible to late-join as an Actor without admin assistance. | |||
All Actors are given access to AOOC but are otherwise normal characters like every other antagonist type. Most of your equipment, access, etc. will be provided by a Storyteller if one is available. In the event that a Storyteller is not present, all away-sites come with pre-defined roles in the Odyssey Panel. Here you can access the equipment you will need for the round. If anything additional is needed for a particular gimmick, ahelp for assistance. | |||
In any round, it is highly important to talk with the other actors throughout the entire story. Communication is key to telling a complete and engaging story. Before starting in full, all of the actors should discuss and decide upon a story/gimmick. This will likely be the theme of the round and should include a reasonable hook for the Horizon. Ensure the majority if not everyone is in agreement before starting. It would suck to get forced into a gimmick you do not like! | |||
Some rounds may feature a Storyteller. During these rounds, the Storyteller will help enhance the story by providing direction, equipment, and other powerful abilities. Remember that the Storyteller isn't the center of the show. They are given priority in selecting a gimmick and in a position to help direct the show, however they are not a dictator above you. Work together and coordinate to make the round happen! | |||
==Storyteller== | |||
'''<span style="color:red">Storytellers require a Command whitelist. Abuse of the role will lead to a whitelist strip and/or staff action.</span>''' | |||
The Storyteller is an optional but powerful role within Odyssey. It is often how the story of the round is crafted and directed when present. You are put in a position of great power to help the Actors make an engaging story for the Horizon to experience. | |||
Storytelling is not an exact science. Every storyteller will have their own style, preference, etc. However, there are some useful tips and ideas to bear mind when designing stories for Odyssey rounds. When designing a story, ask the following: | |||
*Who is involved? | |||
**This often comes in the form of which organization(s) the Horizon (and by extension the SCC) will be interacting with. | |||
**Always check where the Horizon is located to determine who may be involved. For example, it would be unusual to see Dominian sailors in Tau Ceti or Tajaran Kosmostrelki in Sol. | |||
*What is happening? | |||
**This is the central event that drives the story. Treat it as a disruption to normalcy, and make sure to place it in context of the away-site. Nothing happens in a vacuum. What was the away-site before the event happened? What caused the event? Is it too far gone, or is there hope of recovery? | |||
**Central events can be as minor as a meeting between the SCC and representatives from another organization or as major as the invasion of a black-site research facility, canonicity permitting. Take a look at recent lore events and articles for inspiration! | |||
*Why should the Horizon care? | |||
**This is a major question. There needs to be a hook, something to draw in players and, at an in-character level, the Horizon's command team. | |||
**Do not hesitate to send a Central Command announcement as a hook. In most contexts, this works perfectly fine. | |||
*How intense is this story? | |||
**Intensity is generally defined by how much conflict occurs, or how extreme it is. This does not equal deaths, just conflict. Having intense fighting between Security and rogue TCAF soldiers is highly intense whether anyone dies or not. On the other hand, 1 person dying due to an accident is not as intense, rather tragic or sad. | |||
**Keep in mind what the round's canonicity is. Canon rounds should always be lower in intensity, never rising to "high intensity" unless an admin permits it via ahelping. Non-canon rounds can be as intense as desired. If you're ever unsure about how intense your story is, ask an admin. | |||
By answering these questions, you can effectively plan a story for the Horizon to engage with. You can go further and determine the finer details, and even plan out specific actions and events. Alternatively, it is perfectly acceptable to keep a general idea of your story and allow the actors and the Horizon to improvise things as they happen. Just make sure they stay on track and don't derail the story. | |||
===Powers=== | |||
The following is a non-exhaustive list of powers given to Storytellers to run and direct Odyssey rounds. | |||
*'''Storyteller Panel:''' Create Object/Create Turf/Create Mob are here, they do what they say on the tin. You press one of them to create that type of entity. You search for the path of the entity and then you spawn them, including quantity. | |||
*'''Narrate Panel:''' Opens up a tgui that allows you to select what to narrate and how. You can select colours (danger/notice/alien/cult/warning/normal), location (in view, in range, same zlevel, global), and text. This text appears in the chat box with the settings you choose. | |||
*'''Direct Narrate (right click a mob):''' Allows you to send a narrate message to that mob specifically. | |||
*'''Toggle Build Mode:''' Does what it says on the tin. Allows you to use buildmode, a special mode for Storytellers to change away-sites. Click the third button at the top of the game window to select Advanced, then middle click to copy a turf or object or mob, then left click to spawn it. | |||
*'''Create Command Report:''' Sends a Central Command announcement to the Horizon. You can pick whether to have it be visible to everyone (normal announcement with title and description) or not (notifies everyone that there is a new SCC update at all command computers). In both cases it spawns a paper with the details at command computers. This is an In-character communication method and should be treated as absolute authority by Command. | |||
*'''Unrestrict Away Site Landing:''' This is the verb storytellers use to allow people to land on the away site. Without a Storyteller nobody can land until '''40 minutes''' in. When there IS a storyteller, however, they '''HAVE TO USE THIS VERB''' to allow people to land. It comes with the same thing as Create Command Report, they get to choose an announcement title and description to go along with the restrictions being lifted, and also whether they want it to be announced or not. | |||
*'''Change Mob Name (right click mob):''' Allows you to edit a mob's name. Not to be confused with Change Object Name. | |||
*'''Change Object Name (right click object):''' Allows you to edit an object's name. | |||
*'''Change Object Description (right click object):''' Allows you to edit the description that appears when an object is examined. | |||
*'''Set Outfit (right click mob):''' Allows you to set a mob's outfit. It just brings up a tgui input list of all the outfits in the game. | |||
*'''Edit Antagonist (right click mob):''' Allows you to set a mob's antagonist state. | |||
*'''Create Explosion:''' It makes an explosion. Be cautious using this as it may result in destroying tiles and de-pressurizing the away-site. | |||
*'''Delete (right click anything):''' Well... it deletes. Completely. Be cautious when using this on floor tiles or planetary tiles. It may result in sudden de-pressurization of the away-site. | |||
*'''Rejuvenate:''' It returns a creature or character to full health. | |||
===Directing the Show=== | |||
No show is ever completed alone. The actors are the star of the show and the core of Odyssey, but you have the vision and powers to create and direct a story you its maximum potential. Ultimately, your focus is to support and direct the actors. They are the way which by your story is played out, and how the Horizon interacts with what you have created. This all requires a great deal of communication and coordination. While a large part of coordinating an Odyssey round comes down to experience and the actors you are with, here are some helpful tips and suggestions. | |||
Make ample use of AOOC and in-character radios. Never be afraid to inform your actors. Many aspects of Space Station 13 blossom with a lack of information, however a story will struggle to blossom if everyone does not communicate or is unaware of planned events. | |||
Additionally, AOOC a useful space for talking with CCIA and, in cases where it does not warrant ahelping, Staff. | |||
====Know Thyself==== | |||
Assuming all actors involved in the round are in agreement with the vision everyone has collaborated on, roles need to be determined. Talk with each actor and ensure you both can agree upon what role they are playing in the story. If they are a leader of a Solarian Marine team, make sure they know who their marines are, and vice versa. Everyone should ideally know these pieces of information: | |||
*'''Job''' | |||
::This is the in-character position. Is that actor a doctor, a security officer, an administrator? | |||
*'''Organization''' | |||
::Who does the character align with? This could be a corporation, nation, etc. | |||
*'''Story Role''' | |||
::What is the intended role of this character in the story? Are they an instigator, a moderator, etc. | |||
*'''Story Beats''' | |||
::Every player needs to know the story beats so that the interactions with the Horizon can flow from beat to beat smoothly. It would harm the story's effect if an actor was not aware of a major story beat and accidently lead the Horizon astray. | |||
Remember, you are in a position of power, but this is a collaborative effort. You may be directing the show, but do not shut down feedback from your actors. Let them help shape the story itself, choose their own roles, or help coordinate other actors as needed. | |||
====Additional Tips==== | |||
This list of guidelines and tips are '''by no means rules or required'''. However, it is highly advised to read and follow them to keep Odyssey rounds running smooth and pleasant to all. | |||
The points made here were inspired by or adapted from the [https://forums.aurorastation.org/topic/21412-odyssey-%E2%80%93-the-ten-commandments/ forum guide] created by Fyni. | |||
*'''Keep it simple''' | |||
::Gimmicks should not be overly complex. The ideal gimmick can be summed up in 2-3 sentences. You can always add details to the story, but the basics should be simple. This gives space for the actors and crew to improvise and add onto the story. An overly complex gimmick may be difficult for the actors to get right which, by extension, will make it harder for the Horizon. | |||
*'''Improvise and Adapt''' | |||
::Planning is useful to an extent. At the end of the day, the Horizon and its crew is unpredictable. Everyone makes mistakes on either side of the round, so be ready and willing to improvise and adapt. Do not be afraid to change things so long as it does not contradict yourself. | |||
*'''It's a 2-hour round''' | |||
::Gimmicks take a long time to set up, especially for Odyssey. Even with everything going just right, most rounds won't truly begin until 1 hour in. As with most antagonists and command (which you must be whitelisted for), acknowledge the 2-hour mark. Try to aim to wrap things up by then, otherwise your story may get cut short by bored and lobby voters. | |||
*'''Every beginning needs an end''' | |||
::This ties into the previous point to an extent. Avoid having no or vague ending conditions. Reconstructing an entire outpost or endless mob wave defense will eventually grow dull without a way for players to make a difference. When planning out the story's end, consider well-defined end conditions. For example, Engineering may need to make an engine or build and equip part of a hospital. For mob wave defense, there may be an item or a source point the Horizon must destroy. | |||
*'''Involve everyone you can''' | |||
::This point is less about the raw numbers, rather the general topic of involving the departments of the Horizon. Try to engage more than just Security in a gimmick, whether this is by using a medical emergency to involve medical, or a humanitarian food drive that involves service. The gimmicks should, ideally be all encompassing. The medical emergency may need a field hospital built by engineering, protection by security, and supplies from operations. A general recommendation is to avoid using atmospherics to a drastic degree, or overusing hostiles. Doing so may limit the amount of crew engaging with the gimmick to only those absolutely necessary. | |||
*'''Do not force the hand''' | |||
::You are given powerful "must obey" commands via the announcement system. These announcements are considered directly from Central Command and thus are the ultimate authority. This can be extremely useful, possible necessary, in many situations. However, do not force the hand of command or the crew. Your job is to present a situation for the Horizon to grapple with. Let them grapple with it however they wish. If your intent is to make the Horizon disobey orders, make this clear with command via Storyteller LOOC and let staff know in AOOC. | |||
*'''Start off on easy''' | |||
::Always start off your stories easier than you think they need to be. Simply put, it is easier to make things harder than easier. There are many factors in a round, whether it is pure RNG or incompetence from the crew, that may make your story harder than intended. Start off easy and balance it as you go. | |||
*'''Keep it IC if you can''' | |||
::Sometimes, stuff goes wrong. An actor may have DC'd, or an item breaks. Avoid OOC if you can. Oftentimes, the simple use of an announcement, a fax (CCIA willing), or asking for another actor to offer an explanation can clear up the issue without potentially breaching the immersion. | |||
*'''Do not be afraid of help''' | |||
::You are not alone. The actors are there to help tell the story, and admins are often just an ahelp or AOOC message away from assisting you with an issue. | |||
{{Antagonists}} | |||
{{Guides}} | |||
[[Category: Jobs]] [[Category:Antagonists]] |
Latest revision as of 02:26, 3 December 2024
Odyssey is a gamemode centered around away-sites, Actors, and the Horizon. An Odyssey round is made up of two main components: The away-site and the Actors. Storytellers are an optional addition to an Odyssey round who wield multiple powers to enhance a story and, by extent, the round. In an ideal Odyssey round, the Storyteller(s) and Actors take in the away-site that the round will be based around, and craft a story based around that away-site. This story is then told to the Horizon through the Actors. The goal is for an engaging round where the Horizon has a hook that draws them in to engage with whatever situation is going on at the away-site.
While an ideal Odyssey round has a Storyteller, one is not required for Odyssey to be played. In this case, Actors are given greater freedom in deciding a story amongst themselves with the tools and away-site given to them. This may be tricky at times, but Admins are almost always there to help. Feel free to Ahelp for assistance, or to potentially seek out one or more Storytellers post-round start.
Canonicity
Unique to Odyssey is canonicity. Typically, antagonist rounds are entirely non-canon. However, with Odyssey, some rounds may be treated as canonical, similarly to Extended rounds. Canonicity is the method in which Odyssey offers a way to have grounded in-character events on the Horizon, and at times draw in lore elements such as on-going arcs, while not compromising on the opportunity to play the more standard antagonist rounds. Both types of rounds, canon and non-canon, have different expectations in terms of intensity and plausibility as a result.
Here is a breakdown of the difference between non-canon and canon rounds:
Non-Canon
Non-canon rounds are where the typical intense stories found in standard antagonist rounds occur. There are very few restrictions on what may happen. Anything from a zombie outbreak to a Lii'draic invasion could occur. This doesn't mean violence and conflict are required, however. Calm but crazier or unusual stories also fit in here, such as a bluespace-originating research team unfamiliar with the Orion Spur. They may be peaceful, but the story itself wouldn't fit into a canonical round.
As with other antagonist rounds, everything that occurred relating to the Actors or Storyteller is non-canon and cannot be referenced in future rounds. Character deaths are non-canon as well.
Canon
Canon rounds are calmer than non-canon rounds. They are intended to be similar to Extended rounds, but with the ability to present a full story and incorporate certain lore elements if desired. However, this doesn't mean conflict is outright forbidden. Some rounds may be a simple diplomatic interaction with the Golden Deep or some other organization the Horizon may be visiting. Other rounds could be a tense crawl through a Nanotrasen research station taken over by greimorians with survivors desperately waiting for help. In both cases, the story presented is believable and not too violent as to deviate from the intended setting of the server. When in doubt, ask an admin.
These canon Odyssey rounds are treated with the same canonicity rules as extended rounds.
Away-site
Away-sites are the setting of an Odyssey round. It is intended for the story to be based around these sites, although that does not prohibit allowing events to flow over into other locations such as the Horizon itself. They provide a centre point for the events to unfold and may help guide the story itself.
Away-sites are as varied as possible to offer a wide range of settings. They can be anything from an abandoned storage facility to an illegal cloning base to a ship. This is all to help the storyteller and actors tell an enticing story. By default, away-sites come with a kernel of a story, and an associated organization. This dictates both the baseline equipment actors may choose from in the Odyssey panel, as well as offer gimmick ideas for actors and storytellers. However, gimmicks are not required to follow the given prompt, and storytellers may override the default organization as desired.
Away-sites are selected during roundstart. Every away-site available is added to a list, which is then narrowed down based on which scenarios fit the sector the Horizon is in. Each remaining away-site is then compared against each other based on their 'weight' and probability. The final away-site is stated before the round begins (typically during load-in).
Actors
Actors are the way by which a story is told to the Horizon. Without Actors, Odyssey would grind to a halt and cease to work. While the Storyteller has the tools and position to direct and enhance a story, the Actors are the ones who truly make it happen, and how.
In a standard Odyssey round, any number of Actors can be chosen. The current limit is 6, however this can and may change during different rounds and away-site types. The role is handed out similarly to other antagonist types and thus require the Actor to be toggled on in the character setup menu. Like other outside antagonists (Mercenary, Operatives, Etc.), it is not possible to late-join as an Actor without admin assistance.
All Actors are given access to AOOC but are otherwise normal characters like every other antagonist type. Most of your equipment, access, etc. will be provided by a Storyteller if one is available. In the event that a Storyteller is not present, all away-sites come with pre-defined roles in the Odyssey Panel. Here you can access the equipment you will need for the round. If anything additional is needed for a particular gimmick, ahelp for assistance.
In any round, it is highly important to talk with the other actors throughout the entire story. Communication is key to telling a complete and engaging story. Before starting in full, all of the actors should discuss and decide upon a story/gimmick. This will likely be the theme of the round and should include a reasonable hook for the Horizon. Ensure the majority if not everyone is in agreement before starting. It would suck to get forced into a gimmick you do not like!
Some rounds may feature a Storyteller. During these rounds, the Storyteller will help enhance the story by providing direction, equipment, and other powerful abilities. Remember that the Storyteller isn't the center of the show. They are given priority in selecting a gimmick and in a position to help direct the show, however they are not a dictator above you. Work together and coordinate to make the round happen!
Storyteller
Storytellers require a Command whitelist. Abuse of the role will lead to a whitelist strip and/or staff action.
The Storyteller is an optional but powerful role within Odyssey. It is often how the story of the round is crafted and directed when present. You are put in a position of great power to help the Actors make an engaging story for the Horizon to experience.
Storytelling is not an exact science. Every storyteller will have their own style, preference, etc. However, there are some useful tips and ideas to bear mind when designing stories for Odyssey rounds. When designing a story, ask the following:
- Who is involved?
- This often comes in the form of which organization(s) the Horizon (and by extension the SCC) will be interacting with.
- Always check where the Horizon is located to determine who may be involved. For example, it would be unusual to see Dominian sailors in Tau Ceti or Tajaran Kosmostrelki in Sol.
- What is happening?
- This is the central event that drives the story. Treat it as a disruption to normalcy, and make sure to place it in context of the away-site. Nothing happens in a vacuum. What was the away-site before the event happened? What caused the event? Is it too far gone, or is there hope of recovery?
- Central events can be as minor as a meeting between the SCC and representatives from another organization or as major as the invasion of a black-site research facility, canonicity permitting. Take a look at recent lore events and articles for inspiration!
- Why should the Horizon care?
- This is a major question. There needs to be a hook, something to draw in players and, at an in-character level, the Horizon's command team.
- Do not hesitate to send a Central Command announcement as a hook. In most contexts, this works perfectly fine.
- How intense is this story?
- Intensity is generally defined by how much conflict occurs, or how extreme it is. This does not equal deaths, just conflict. Having intense fighting between Security and rogue TCAF soldiers is highly intense whether anyone dies or not. On the other hand, 1 person dying due to an accident is not as intense, rather tragic or sad.
- Keep in mind what the round's canonicity is. Canon rounds should always be lower in intensity, never rising to "high intensity" unless an admin permits it via ahelping. Non-canon rounds can be as intense as desired. If you're ever unsure about how intense your story is, ask an admin.
By answering these questions, you can effectively plan a story for the Horizon to engage with. You can go further and determine the finer details, and even plan out specific actions and events. Alternatively, it is perfectly acceptable to keep a general idea of your story and allow the actors and the Horizon to improvise things as they happen. Just make sure they stay on track and don't derail the story.
Powers
The following is a non-exhaustive list of powers given to Storytellers to run and direct Odyssey rounds.
- Storyteller Panel: Create Object/Create Turf/Create Mob are here, they do what they say on the tin. You press one of them to create that type of entity. You search for the path of the entity and then you spawn them, including quantity.
- Narrate Panel: Opens up a tgui that allows you to select what to narrate and how. You can select colours (danger/notice/alien/cult/warning/normal), location (in view, in range, same zlevel, global), and text. This text appears in the chat box with the settings you choose.
- Direct Narrate (right click a mob): Allows you to send a narrate message to that mob specifically.
- Toggle Build Mode: Does what it says on the tin. Allows you to use buildmode, a special mode for Storytellers to change away-sites. Click the third button at the top of the game window to select Advanced, then middle click to copy a turf or object or mob, then left click to spawn it.
- Create Command Report: Sends a Central Command announcement to the Horizon. You can pick whether to have it be visible to everyone (normal announcement with title and description) or not (notifies everyone that there is a new SCC update at all command computers). In both cases it spawns a paper with the details at command computers. This is an In-character communication method and should be treated as absolute authority by Command.
- Unrestrict Away Site Landing: This is the verb storytellers use to allow people to land on the away site. Without a Storyteller nobody can land until 40 minutes in. When there IS a storyteller, however, they HAVE TO USE THIS VERB to allow people to land. It comes with the same thing as Create Command Report, they get to choose an announcement title and description to go along with the restrictions being lifted, and also whether they want it to be announced or not.
- Change Mob Name (right click mob): Allows you to edit a mob's name. Not to be confused with Change Object Name.
- Change Object Name (right click object): Allows you to edit an object's name.
- Change Object Description (right click object): Allows you to edit the description that appears when an object is examined.
- Set Outfit (right click mob): Allows you to set a mob's outfit. It just brings up a tgui input list of all the outfits in the game.
- Edit Antagonist (right click mob): Allows you to set a mob's antagonist state.
- Create Explosion: It makes an explosion. Be cautious using this as it may result in destroying tiles and de-pressurizing the away-site.
- Delete (right click anything): Well... it deletes. Completely. Be cautious when using this on floor tiles or planetary tiles. It may result in sudden de-pressurization of the away-site.
- Rejuvenate: It returns a creature or character to full health.
Directing the Show
No show is ever completed alone. The actors are the star of the show and the core of Odyssey, but you have the vision and powers to create and direct a story you its maximum potential. Ultimately, your focus is to support and direct the actors. They are the way which by your story is played out, and how the Horizon interacts with what you have created. This all requires a great deal of communication and coordination. While a large part of coordinating an Odyssey round comes down to experience and the actors you are with, here are some helpful tips and suggestions.
Make ample use of AOOC and in-character radios. Never be afraid to inform your actors. Many aspects of Space Station 13 blossom with a lack of information, however a story will struggle to blossom if everyone does not communicate or is unaware of planned events.
Additionally, AOOC a useful space for talking with CCIA and, in cases where it does not warrant ahelping, Staff.
Know Thyself
Assuming all actors involved in the round are in agreement with the vision everyone has collaborated on, roles need to be determined. Talk with each actor and ensure you both can agree upon what role they are playing in the story. If they are a leader of a Solarian Marine team, make sure they know who their marines are, and vice versa. Everyone should ideally know these pieces of information:
- Job
- This is the in-character position. Is that actor a doctor, a security officer, an administrator?
- Organization
- Who does the character align with? This could be a corporation, nation, etc.
- Story Role
- What is the intended role of this character in the story? Are they an instigator, a moderator, etc.
- Story Beats
- Every player needs to know the story beats so that the interactions with the Horizon can flow from beat to beat smoothly. It would harm the story's effect if an actor was not aware of a major story beat and accidently lead the Horizon astray.
Remember, you are in a position of power, but this is a collaborative effort. You may be directing the show, but do not shut down feedback from your actors. Let them help shape the story itself, choose their own roles, or help coordinate other actors as needed.
Additional Tips
This list of guidelines and tips are by no means rules or required. However, it is highly advised to read and follow them to keep Odyssey rounds running smooth and pleasant to all.
The points made here were inspired by or adapted from the forum guide created by Fyni.
- Keep it simple
- Gimmicks should not be overly complex. The ideal gimmick can be summed up in 2-3 sentences. You can always add details to the story, but the basics should be simple. This gives space for the actors and crew to improvise and add onto the story. An overly complex gimmick may be difficult for the actors to get right which, by extension, will make it harder for the Horizon.
- Improvise and Adapt
- Planning is useful to an extent. At the end of the day, the Horizon and its crew is unpredictable. Everyone makes mistakes on either side of the round, so be ready and willing to improvise and adapt. Do not be afraid to change things so long as it does not contradict yourself.
- It's a 2-hour round
- Gimmicks take a long time to set up, especially for Odyssey. Even with everything going just right, most rounds won't truly begin until 1 hour in. As with most antagonists and command (which you must be whitelisted for), acknowledge the 2-hour mark. Try to aim to wrap things up by then, otherwise your story may get cut short by bored and lobby voters.
- Every beginning needs an end
- This ties into the previous point to an extent. Avoid having no or vague ending conditions. Reconstructing an entire outpost or endless mob wave defense will eventually grow dull without a way for players to make a difference. When planning out the story's end, consider well-defined end conditions. For example, Engineering may need to make an engine or build and equip part of a hospital. For mob wave defense, there may be an item or a source point the Horizon must destroy.
- Involve everyone you can
- This point is less about the raw numbers, rather the general topic of involving the departments of the Horizon. Try to engage more than just Security in a gimmick, whether this is by using a medical emergency to involve medical, or a humanitarian food drive that involves service. The gimmicks should, ideally be all encompassing. The medical emergency may need a field hospital built by engineering, protection by security, and supplies from operations. A general recommendation is to avoid using atmospherics to a drastic degree, or overusing hostiles. Doing so may limit the amount of crew engaging with the gimmick to only those absolutely necessary.
- Do not force the hand
- You are given powerful "must obey" commands via the announcement system. These announcements are considered directly from Central Command and thus are the ultimate authority. This can be extremely useful, possible necessary, in many situations. However, do not force the hand of command or the crew. Your job is to present a situation for the Horizon to grapple with. Let them grapple with it however they wish. If your intent is to make the Horizon disobey orders, make this clear with command via Storyteller LOOC and let staff know in AOOC.
- Start off on easy
- Always start off your stories easier than you think they need to be. Simply put, it is easier to make things harder than easier. There are many factors in a round, whether it is pure RNG or incompetence from the crew, that may make your story harder than intended. Start off easy and balance it as you go.
- Keep it IC if you can
- Sometimes, stuff goes wrong. An actor may have DC'd, or an item breaks. Avoid OOC if you can. Oftentimes, the simple use of an announcement, a fax (CCIA willing), or asking for another actor to offer an explanation can clear up the issue without potentially breaching the immersion.
- Do not be afraid of help
- You are not alone. The actors are there to help tell the story, and admins are often just an ahelp or AOOC message away from assisting you with an issue.
Antagonist roles
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Antagonists | Odyssey - Traitor - Mercenary - Ninja - Changeling - Vampire - Revolutionary - Raider - Cultist - Cortical Borer - Loner - Technomancer |