Antagonist SOPs
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General Antagonist Conduct
While we aim to have proper laid out and referenceable guides for each and any antagonist faction within the bounds of our play-space, there are a few general things that anyone attempting to take on the role of an antagonist should keep in mind. These are as much for the fun of the person playing an Antagonist as they are for the players who will have their characters antagonised.
- Be interesting, try not to shoot first.
This isn't to say that you can't ever shoot first in any situation, but as an antagonist you're here to inject turmoil and conflict into a story, not just mechanically robust everyone because you're confident that you can. Playing this way is a fast track to losing access to the role.
- Escalate gradually
Yes, Antags come equipped to step out the pod swinging. No, you should not do that. If someone steps to you, seeking reasons and methods that avoid outright slaughter should be your first port of call. After all, less deaths makes getting caught more palatable. And nothing is less fun than telling someone to leave only to get mag-dumped by a bulldog.
- Lose, or win, gracefully
A little gloating is fine, antagonistic you might even say. But remember that you might genuinely be upsetting the other party involved if you take it too far, it's a roleplay. Likewise, if you get taken down, be it cops or contractors, you should still be trying to make wherever the story goes a fun experience. Try and remember that antags proportionally 'lose' more often because the odds are intrinsically stacked against them, not because you're bad at it.
| Faction | Guidance |
|---|---|
| Exfiltrators | C.O.P |
| Pirates | Guide |
| Game Mechanics | |
|---|---|
| SLE | Space Law · SLESOP |
| Medical | MedicSOP |
| Corporate | CorpoRepSOP |
| Crime | Smuggling · Pirate Guide |