From a9fcd665f88a31d6a29cd344593a56d7cf2ec5a7 Mon Sep 17 00:00:00 2001 From: ThatGuyUSA Date: Tue, 28 Apr 2026 18:10:39 -0700 Subject: [PATCH 01/11] umm ummm yea.... --- .../round-flow/proposals/roundflow.md | 36 +++++++++++++++++++ 1 file changed, 36 insertions(+) create mode 100644 src/en/space-station-14/round-flow/proposals/roundflow.md diff --git a/src/en/space-station-14/round-flow/proposals/roundflow.md b/src/en/space-station-14/round-flow/proposals/roundflow.md new file mode 100644 index 0000000000..7a7cd6ca25 --- /dev/null +++ b/src/en/space-station-14/round-flow/proposals/roundflow.md @@ -0,0 +1,36 @@ +# Round flow + +| Designers | Coders | Implemented | GitHub Links | +|------------------------------------------------|----------------------------|---|---| +| ThatGuyUSA, The Shadow Government, Maintainers | Me, I did all of the code. | :white_check_mark: Yes | PR Links or TBD | + +## Narrative structure + +All gamemodes, like any good story, should follow a narrative structure and have story beats. + +All gamemodes follow a simple theme; You are working your ordinary shift on a space station, but something has gone terribly wrong. A laying out of the gamemodes structure gives it direction and context to those participating in its development. It also gives shifts a distinct atmosphere which can immerse and elevate the experience for those who are participating and spectating alike. Making for memorable and unique situations that are fun to recount and be told about! + + +## Emergent story telling + +The beats of the story for each gamemode should come naturally to the players as a result of mechanics associated with the gamemode. + +Those who are in charge of driving the story forwards should arrive to the same conclusions by being nudged in the direction with options provided to them. Whether it is done through flavor text, skills, or equipment. The behavior should come as a byproduct of the tools provided while still feeling in theme with the gamemode. + +## Every story has its end + +All gamemodes should have a clear end goal and conclusion. + +There should be no ambiguity for what players should be working towards, a clear and concise goal will keep players thinking how to approach and eventually accomplish said goal. + +## Freedom, as a means to an end + +Those driving the round have freedom to do what they please, ultimately for the sake of reaching their conclusion / goal. + +Freedom of approach is encouraged and often makes for memorable round experiences. However, those in charge of the conflict must be given pressures to pursue accomplishing their goals. Even the most interesting conflicts can overstay their welcome. + +## Time is of the essence + +Never have both sides be in a position where waiting is the best or only move. + +Those accomplishing their goals or looking to resolve conflict should never find themselves waiting as the best path forward to ending conflict. Inaction should be discouraged or punished whether it be done through imposed time limits or resource management. \ No newline at end of file From f85228bd4b4c16134533bb557f296dd0f9fdf967 Mon Sep 17 00:00:00 2001 From: ThatGuyUSA Date: Tue, 28 Apr 2026 18:50:34 -0700 Subject: [PATCH 02/11] newline removal --- src/en/space-station-14/round-flow/proposals/roundflow.md | 1 - 1 file changed, 1 deletion(-) diff --git a/src/en/space-station-14/round-flow/proposals/roundflow.md b/src/en/space-station-14/round-flow/proposals/roundflow.md index 7a7cd6ca25..4cd5390d3b 100644 --- a/src/en/space-station-14/round-flow/proposals/roundflow.md +++ b/src/en/space-station-14/round-flow/proposals/roundflow.md @@ -10,7 +10,6 @@ All gamemodes, like any good story, should follow a narrative structure and have All gamemodes follow a simple theme; You are working your ordinary shift on a space station, but something has gone terribly wrong. A laying out of the gamemodes structure gives it direction and context to those participating in its development. It also gives shifts a distinct atmosphere which can immerse and elevate the experience for those who are participating and spectating alike. Making for memorable and unique situations that are fun to recount and be told about! - ## Emergent story telling The beats of the story for each gamemode should come naturally to the players as a result of mechanics associated with the gamemode. From 745cb3fc6e79cabc063af32f60e44ce6cb564404 Mon Sep 17 00:00:00 2001 From: ThatGuyUSA Date: Tue, 28 Apr 2026 22:42:35 -0700 Subject: [PATCH 03/11] Addressed, I think! --- src/SUMMARY.md | 1 + .../round-flow/proposals/roundflow.md | 19 +++++++++++-------- 2 files changed, 12 insertions(+), 8 deletions(-) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 70ce6f0fc7..88c4716a49 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -213,6 +213,7 @@ Space Station 14 - [Revolutionaries Rework](en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md) - [Tourists](en/space-station-14/round-flow/proposals/tourists.md) - [Station Ecology](en/space-station-14/round-flow/proposals/station-ecosystem.md) + - [roundflow.md](en/space-station-14/round-flow/proposals/roundflow.md) - [User Interface](en/space-station-14/user-interface.md) - [PR Guidelines]() diff --git a/src/en/space-station-14/round-flow/proposals/roundflow.md b/src/en/space-station-14/round-flow/proposals/roundflow.md index 4cd5390d3b..4af6c41550 100644 --- a/src/en/space-station-14/round-flow/proposals/roundflow.md +++ b/src/en/space-station-14/round-flow/proposals/roundflow.md @@ -1,26 +1,29 @@ # Round flow -| Designers | Coders | Implemented | GitHub Links | -|------------------------------------------------|----------------------------|---|---| -| ThatGuyUSA, The Shadow Government, Maintainers | Me, I did all of the code. | :white_check_mark: Yes | PR Links or TBD | +| Designers | Coders | Implemented | GitHub Links | +|----------------------------------|---------------------------------|-------------|---------------| +| ThatGuyUSA, Princess-Cheeseballs | All of our lovely contributors. | ✖️ No | [Wizard's Den](https://github.com/space-wizards/space-station-14) | ## Narrative structure -All gamemodes, like any good story, should follow a narrative structure and have story beats. +All gamemodes, like any good story, should follow a narrative structure and have story beats. -All gamemodes follow a simple theme; You are working your ordinary shift on a space station, but something has gone terribly wrong. A laying out of the gamemodes structure gives it direction and context to those participating in its development. It also gives shifts a distinct atmosphere which can immerse and elevate the experience for those who are participating and spectating alike. Making for memorable and unique situations that are fun to recount and be told about! +For the crew all gamemodes start with a simple theme; You are working your ordinary shift on a space station, but something has gone terribly wrong. +On the other hand are those who work against the crew; their stories start vastly different. But in some way, shape or form, end up being the foil to the station. In one shift the player might be one of 5 elite operatives sent to detonate a nuclear fission explosive aboard the station. In another, they could be patient zero of a zombie outbreak hellbent on spreading zombification at any cost. Despite both scenarios leading to the station's destruction, the atmosphere and energy of a round feel vastly different. Making for memorable and unique situations that are fun to recount and be told about! + +A laying out of the gamemodes story structure gives it direction and context to those participating in its development. ## Emergent story telling -The beats of the story for each gamemode should come naturally to the players as a result of mechanics associated with the gamemode. +The beats of the story for each gamemode should come naturally to the players as a result of mechanics associated with the gamemode. -Those who are in charge of driving the story forwards should arrive to the same conclusions by being nudged in the direction with options provided to them. Whether it is done through flavor text, skills, or equipment. The behavior should come as a byproduct of the tools provided while still feeling in theme with the gamemode. +Those who are in charge of driving the story forwards should arrive to the same conclusions by being nudged a desired direction through the use of gamemode specific mechanics. Whether it is done through flavor text, skills, afflictions, or equipment. The behavior should come as a byproduct of the mechanics. As an initial infected, your goal is to convert as many crew into zombies as possible, but you can only stave off the infection for so long before it begins to convert you. So before becoming a mindless shambling zombie you may feel inclined to bring as many people down with you as possible. Alternatively you may sabotage vital station infrastructure that plays a key role in curing the zombie virus. As a corporate rival sent to assassinate the Captain, should you take the quick and dirty method utilizing heavy-duty explosives and risk outing yourself? Or should you take a stealthier approach that takes more planning, at the benefit of keeping yourself inconspicuous to make escaping easier? ## Every story has its end All gamemodes should have a clear end goal and conclusion. -There should be no ambiguity for what players should be working towards, a clear and concise goal will keep players thinking how to approach and eventually accomplish said goal. +There should be no ambiguity for what players should be working towards, a clear and concise goal will keep players thinking how to approach and eventually accomplish said goal. Not all rounds end as gracefully as one another, in most cases it is from the stations defenses being overwhelmed. In some extreme scenarios the antagonists need not intervene before the stations untimely collapse. The inverse also applies, an antagonist can be done in early by another antagonist before they get a chance to accomplish anything. Which is particularly brutal for stealth focused / infiltration antagonists, as they might vanish without a trace of them having even existed. ## Freedom, as a means to an end From 8cd029079649184dc6954b04d155da57cbedc848 Mon Sep 17 00:00:00 2001 From: ThatGuyUSA Date: Wed, 29 Apr 2026 07:48:32 -0700 Subject: [PATCH 04/11] Update roundflow.md Removed unnecessary formatting --- src/en/space-station-14/round-flow/proposals/roundflow.md | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/src/en/space-station-14/round-flow/proposals/roundflow.md b/src/en/space-station-14/round-flow/proposals/roundflow.md index 4af6c41550..353aa89825 100644 --- a/src/en/space-station-14/round-flow/proposals/roundflow.md +++ b/src/en/space-station-14/round-flow/proposals/roundflow.md @@ -1,8 +1,7 @@ # Round flow -| Designers | Coders | Implemented | GitHub Links | -|----------------------------------|---------------------------------|-------------|---------------| -| ThatGuyUSA, Princess-Cheeseballs | All of our lovely contributors. | ✖️ No | [Wizard's Den](https://github.com/space-wizards/space-station-14) | +| Designers | +| ThatGuyUSA, Princess-Cheeseballs | ## Narrative structure From 243589225904dba7362b47b3b240029deffe15d3 Mon Sep 17 00:00:00 2001 From: ThatGuyUSA Date: Wed, 29 Apr 2026 11:39:59 -0700 Subject: [PATCH 05/11] well rested and written --- .../round-flow/proposals/roundflow.md | 23 +++++++++++++------ 1 file changed, 16 insertions(+), 7 deletions(-) diff --git a/src/en/space-station-14/round-flow/proposals/roundflow.md b/src/en/space-station-14/round-flow/proposals/roundflow.md index 4af6c41550..9b6d99f75b 100644 --- a/src/en/space-station-14/round-flow/proposals/roundflow.md +++ b/src/en/space-station-14/round-flow/proposals/roundflow.md @@ -1,15 +1,18 @@ # Round flow -| Designers | Coders | Implemented | GitHub Links | -|----------------------------------|---------------------------------|-------------|---------------| -| ThatGuyUSA, Princess-Cheeseballs | All of our lovely contributors. | ✖️ No | [Wizard's Den](https://github.com/space-wizards/space-station-14) | +| Designers | +|----------------------------------| +| ThatGuyUSA, Princess-Cheeseballs | ## Narrative structure All gamemodes, like any good story, should follow a narrative structure and have story beats. For the crew all gamemodes start with a simple theme; You are working your ordinary shift on a space station, but something has gone terribly wrong. -On the other hand are those who work against the crew; their stories start vastly different. But in some way, shape or form, end up being the foil to the station. In one shift the player might be one of 5 elite operatives sent to detonate a nuclear fission explosive aboard the station. In another, they could be patient zero of a zombie outbreak hellbent on spreading zombification at any cost. Despite both scenarios leading to the station's destruction, the atmosphere and energy of a round feel vastly different. Making for memorable and unique situations that are fun to recount and be told about! + +On the other hand are those who work against the crew; their stories start vastly different. But in some way, shape or form, end up being the foil to the station. In one shift the player might be one of 5 elite operatives sent to detonate a nuclear fission explosive aboard the station. In another, they could be patient zero of a zombie outbreak hellbent on spreading zombification at any cost. + +Despite both scenarios leading to the station's destruction, the atmosphere and energy of a round feel vastly different. Making for memorable and unique situations that are fun to recount and be told about! A laying out of the gamemodes story structure gives it direction and context to those participating in its development. @@ -17,13 +20,19 @@ A laying out of the gamemodes story structure gives it direction and context to The beats of the story for each gamemode should come naturally to the players as a result of mechanics associated with the gamemode. -Those who are in charge of driving the story forwards should arrive to the same conclusions by being nudged a desired direction through the use of gamemode specific mechanics. Whether it is done through flavor text, skills, afflictions, or equipment. The behavior should come as a byproduct of the mechanics. As an initial infected, your goal is to convert as many crew into zombies as possible, but you can only stave off the infection for so long before it begins to convert you. So before becoming a mindless shambling zombie you may feel inclined to bring as many people down with you as possible. Alternatively you may sabotage vital station infrastructure that plays a key role in curing the zombie virus. As a corporate rival sent to assassinate the Captain, should you take the quick and dirty method utilizing heavy-duty explosives and risk outing yourself? Or should you take a stealthier approach that takes more planning, at the benefit of keeping yourself inconspicuous to make escaping easier? +Those who are in charge of driving the story forwards should arrive to the same conclusions by being nudged a desired direction through the use of gamemode specific mechanics. Whether it is done through flavor text, skills, afflictions, or equipment. The behavior should come as a byproduct of the mechanics. + +As an example; for Initial Infected, the goal is to convert as many crew into zombies as possible, but you can only stave off the infection for so long before it begins to convert you. Before becoming a mindless shambling zombie you may leverage your allegiance with the undead to gain a unique combat advantage to help further the infection. Commanding a horde of zombies to be used as a walking meat shield as you hunt down any remaining uninfected people with your unimpaired mobility. Alternatively you may sabotage vital station infrastructure that makes the station uninhabitable to the uninfected while leaving the zombies unscathed. + +As a corporate rival sent to sabotage the station, should you invest your limited resources obtaining a reusable but slow to charge auto-hacking tool? Or should you buy a cheaper, conspicuous one-time use remote explosive? Maybe do neither and spend your limited time in the shift making an alternative by leeching off the station's success. ## Every story has its end -All gamemodes should have a clear end goal and conclusion. +All gamemodes should have a clear end goal and conclusions utilizing mechanics exclusive to the game mode. + +There should be no ambiguity for what players should be working towards, a clear and concise goal will keep players thinking how to approach and eventually accomplish said goal. This applies to both the crew and antagonists, as to give players a desired end state of the round. -There should be no ambiguity for what players should be working towards, a clear and concise goal will keep players thinking how to approach and eventually accomplish said goal. Not all rounds end as gracefully as one another, in most cases it is from the stations defenses being overwhelmed. In some extreme scenarios the antagonists need not intervene before the stations untimely collapse. The inverse also applies, an antagonist can be done in early by another antagonist before they get a chance to accomplish anything. Which is particularly brutal for stealth focused / infiltration antagonists, as they might vanish without a trace of them having even existed. +Naturally, this means that opposing factions will conflict with each other and that goals are mutually exclusive. At times this may come at the expense of player enjoyment, which is why we must put an emphasis that the mechanics are responsible for the end result. ## Freedom, as a means to an end From f9d458e566d975e5deff6737e2fd75818a02ca7e Mon Sep 17 00:00:00 2001 From: ThatGuyUSA Date: Wed, 29 Apr 2026 11:44:09 -0700 Subject: [PATCH 06/11] no more designers... --- src/en/space-station-14/round-flow/proposals/roundflow.md | 4 ---- 1 file changed, 4 deletions(-) diff --git a/src/en/space-station-14/round-flow/proposals/roundflow.md b/src/en/space-station-14/round-flow/proposals/roundflow.md index 9b6d99f75b..7bbbddd45c 100644 --- a/src/en/space-station-14/round-flow/proposals/roundflow.md +++ b/src/en/space-station-14/round-flow/proposals/roundflow.md @@ -1,9 +1,5 @@ # Round flow -| Designers | -|----------------------------------| -| ThatGuyUSA, Princess-Cheeseballs | - ## Narrative structure All gamemodes, like any good story, should follow a narrative structure and have story beats. From b6fa05ec23bda45a30a7b70a071db8b10842a914 Mon Sep 17 00:00:00 2001 From: ThatGuyUSA Date: Wed, 29 Apr 2026 11:54:48 -0700 Subject: [PATCH 07/11] remove fluff, some punctuation --- src/en/space-station-14/round-flow/proposals/roundflow.md | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/src/en/space-station-14/round-flow/proposals/roundflow.md b/src/en/space-station-14/round-flow/proposals/roundflow.md index 7bbbddd45c..0df836e464 100644 --- a/src/en/space-station-14/round-flow/proposals/roundflow.md +++ b/src/en/space-station-14/round-flow/proposals/roundflow.md @@ -6,7 +6,7 @@ All gamemodes, like any good story, should follow a narrative structure and have For the crew all gamemodes start with a simple theme; You are working your ordinary shift on a space station, but something has gone terribly wrong. -On the other hand are those who work against the crew; their stories start vastly different. But in some way, shape or form, end up being the foil to the station. In one shift the player might be one of 5 elite operatives sent to detonate a nuclear fission explosive aboard the station. In another, they could be patient zero of a zombie outbreak hellbent on spreading zombification at any cost. +On the other hand are those who work against the crew; In one shift the player might be one of 5 elite operatives sent to raid the station with the goal of detonating a nuclear fission explosive aboard the station. In another, they could be hidden amongst the crew as patient zero of a zombie outbreak hellbent on spreading zombification at any cost. Despite both scenarios leading to the station's destruction, the atmosphere and energy of a round feel vastly different. Making for memorable and unique situations that are fun to recount and be told about! @@ -18,9 +18,9 @@ The beats of the story for each gamemode should come naturally to the players as Those who are in charge of driving the story forwards should arrive to the same conclusions by being nudged a desired direction through the use of gamemode specific mechanics. Whether it is done through flavor text, skills, afflictions, or equipment. The behavior should come as a byproduct of the mechanics. -As an example; for Initial Infected, the goal is to convert as many crew into zombies as possible, but you can only stave off the infection for so long before it begins to convert you. Before becoming a mindless shambling zombie you may leverage your allegiance with the undead to gain a unique combat advantage to help further the infection. Commanding a horde of zombies to be used as a walking meat shield as you hunt down any remaining uninfected people with your unimpaired mobility. Alternatively you may sabotage vital station infrastructure that makes the station uninhabitable to the uninfected while leaving the zombies unscathed. +As an example; for Initial Infected, the goal is to convert as many crew into zombies as possible, but you can only stave off the infection for so long before it begins to convert you. Before becoming a zombie you may leverage your allegiance with the undead to gain a unique combat advantage to help further the infection. Commanding a horde of zombies to be used as a walking meat shield as you hunt down any remaining uninfected people with your unimpaired mobility. Alternatively you may sabotage vital station infrastructure that makes the station uninhabitable to the uninfected while leaving the zombies unscathed. -As a corporate rival sent to sabotage the station, should you invest your limited resources obtaining a reusable but slow to charge auto-hacking tool? Or should you buy a cheaper, conspicuous one-time use remote explosive? Maybe do neither and spend your limited time in the shift making an alternative by leeching off the station's success. +As a corporate rival sent to sabotage the station, should you invest your limited resources obtaining a reusable but slow-to-charge auto-hacking tool? Or should you buy a cheaper, conspicuous one-time use remote explosive? Maybe do neither and spend your limited time in the shift making an alternative by leeching off the station's success. ## Every story has its end @@ -40,4 +40,4 @@ Freedom of approach is encouraged and often makes for memorable round experience Never have both sides be in a position where waiting is the best or only move. -Those accomplishing their goals or looking to resolve conflict should never find themselves waiting as the best path forward to ending conflict. Inaction should be discouraged or punished whether it be done through imposed time limits or resource management. \ No newline at end of file +Those accomplishing their goals or looking to resolve conflict should never find themselves waiting as the best option to ending conflict. Inaction should be discouraged or punished whether it be done through imposed time limits or resource management. \ No newline at end of file From d422778e5757cc8cc962be79db5c3f5406bc9900 Mon Sep 17 00:00:00 2001 From: ThatGuyUSA Date: Wed, 29 Apr 2026 11:56:12 -0700 Subject: [PATCH 08/11] made summary good --- src/SUMMARY.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 88c4716a49..a963f4f4b0 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -213,7 +213,7 @@ Space Station 14 - [Revolutionaries Rework](en/space-station-14/round-flow/proposals/revolutionaries-codeword-rework.md) - [Tourists](en/space-station-14/round-flow/proposals/tourists.md) - [Station Ecology](en/space-station-14/round-flow/proposals/station-ecosystem.md) - - [roundflow.md](en/space-station-14/round-flow/proposals/roundflow.md) + - [Roundflow](en/space-station-14/round-flow/proposals/roundflow.md) - [User Interface](en/space-station-14/user-interface.md) - [PR Guidelines]() From 686525f287a5b7f44a1a61e4f48961ea2d186904 Mon Sep 17 00:00:00 2001 From: ThatGuyUSA Date: Wed, 29 Apr 2026 12:11:13 -0700 Subject: [PATCH 09/11] forgot about abrupt endings --- src/en/space-station-14/round-flow/proposals/roundflow.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/src/en/space-station-14/round-flow/proposals/roundflow.md b/src/en/space-station-14/round-flow/proposals/roundflow.md index 0df836e464..25832a8c3f 100644 --- a/src/en/space-station-14/round-flow/proposals/roundflow.md +++ b/src/en/space-station-14/round-flow/proposals/roundflow.md @@ -30,6 +30,8 @@ There should be no ambiguity for what players should be working towards, a clear Naturally, this means that opposing factions will conflict with each other and that goals are mutually exclusive. At times this may come at the expense of player enjoyment, which is why we must put an emphasis that the mechanics are responsible for the end result. +Catastrophic incidents may force a round to end abruptly, leaving no one satisfied. While not a desired outcome it is one worth mentioning, if a gamemode aims to end a shift in this way it should have proper rising tension and climax as to avoid dissatisfaction. + ## Freedom, as a means to an end Those driving the round have freedom to do what they please, ultimately for the sake of reaching their conclusion / goal. From 58b3b7012d4ec6744383bd99bf41a2f7690545bf Mon Sep 17 00:00:00 2001 From: ThatGuyUSA Date: Wed, 29 Apr 2026 12:14:28 -0700 Subject: [PATCH 10/11] gamemodes isn't real --- .../round-flow/proposals/roundflow.md | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/src/en/space-station-14/round-flow/proposals/roundflow.md b/src/en/space-station-14/round-flow/proposals/roundflow.md index 25832a8c3f..804ea1f748 100644 --- a/src/en/space-station-14/round-flow/proposals/roundflow.md +++ b/src/en/space-station-14/round-flow/proposals/roundflow.md @@ -2,21 +2,21 @@ ## Narrative structure -All gamemodes, like any good story, should follow a narrative structure and have story beats. +All game modes, like any good story, should follow a narrative structure and have story beats. -For the crew all gamemodes start with a simple theme; You are working your ordinary shift on a space station, but something has gone terribly wrong. +For the crew all game modes start with a simple theme: You are working your ordinary shift on a space station, but something has gone terribly wrong. On the other hand are those who work against the crew; In one shift the player might be one of 5 elite operatives sent to raid the station with the goal of detonating a nuclear fission explosive aboard the station. In another, they could be hidden amongst the crew as patient zero of a zombie outbreak hellbent on spreading zombification at any cost. Despite both scenarios leading to the station's destruction, the atmosphere and energy of a round feel vastly different. Making for memorable and unique situations that are fun to recount and be told about! -A laying out of the gamemodes story structure gives it direction and context to those participating in its development. +A laying out of the game modes story structure gives it direction and context to those participating in its development. ## Emergent story telling -The beats of the story for each gamemode should come naturally to the players as a result of mechanics associated with the gamemode. +The beats of the story for each game mode should come naturally to the players as a result of mechanics associated with the game mode. -Those who are in charge of driving the story forwards should arrive to the same conclusions by being nudged a desired direction through the use of gamemode specific mechanics. Whether it is done through flavor text, skills, afflictions, or equipment. The behavior should come as a byproduct of the mechanics. +Those who are in charge of driving the story forwards should arrive to the same conclusions by being nudged a desired direction through the use of game mode specific mechanics. Whether it is done through flavor text, skills, afflictions, or equipment. The behavior should come as a byproduct of the mechanics. As an example; for Initial Infected, the goal is to convert as many crew into zombies as possible, but you can only stave off the infection for so long before it begins to convert you. Before becoming a zombie you may leverage your allegiance with the undead to gain a unique combat advantage to help further the infection. Commanding a horde of zombies to be used as a walking meat shield as you hunt down any remaining uninfected people with your unimpaired mobility. Alternatively you may sabotage vital station infrastructure that makes the station uninhabitable to the uninfected while leaving the zombies unscathed. @@ -24,13 +24,13 @@ As a corporate rival sent to sabotage the station, should you invest your limite ## Every story has its end -All gamemodes should have a clear end goal and conclusions utilizing mechanics exclusive to the game mode. +All game modes should have a clear end goal and conclusions utilizing mechanics exclusive to the game mode. There should be no ambiguity for what players should be working towards, a clear and concise goal will keep players thinking how to approach and eventually accomplish said goal. This applies to both the crew and antagonists, as to give players a desired end state of the round. Naturally, this means that opposing factions will conflict with each other and that goals are mutually exclusive. At times this may come at the expense of player enjoyment, which is why we must put an emphasis that the mechanics are responsible for the end result. -Catastrophic incidents may force a round to end abruptly, leaving no one satisfied. While not a desired outcome it is one worth mentioning, if a gamemode aims to end a shift in this way it should have proper rising tension and climax as to avoid dissatisfaction. +Catastrophic incidents may force a round to end abruptly, leaving no one satisfied. While not a desired outcome it is one worth mentioning, if a game mode aims to end a shift in this way it should have proper rising tension and climax as to avoid dissatisfaction. ## Freedom, as a means to an end From f1a1cfde595cf84d84ab8579ddf59187ece5961e Mon Sep 17 00:00:00 2001 From: ThatGuyUSA Date: Wed, 29 Apr 2026 13:32:02 -0700 Subject: [PATCH 11/11] a bit more syntax corrections and punctutation --- .../round-flow/proposals/roundflow.md | 22 +++++++++---------- 1 file changed, 11 insertions(+), 11 deletions(-) diff --git a/src/en/space-station-14/round-flow/proposals/roundflow.md b/src/en/space-station-14/round-flow/proposals/roundflow.md index 804ea1f748..177a3ca115 100644 --- a/src/en/space-station-14/round-flow/proposals/roundflow.md +++ b/src/en/space-station-14/round-flow/proposals/roundflow.md @@ -4,33 +4,33 @@ All game modes, like any good story, should follow a narrative structure and have story beats. -For the crew all game modes start with a simple theme: You are working your ordinary shift on a space station, but something has gone terribly wrong. +For the crew, all game modes start with a simple theme: You are working your ordinary shift on a space station, but something has gone terribly wrong. -On the other hand are those who work against the crew; In one shift the player might be one of 5 elite operatives sent to raid the station with the goal of detonating a nuclear fission explosive aboard the station. In another, they could be hidden amongst the crew as patient zero of a zombie outbreak hellbent on spreading zombification at any cost. +On the other hand are those who work against the crew; in one shift the player might be one of 5 elite operatives sent to raid the station with the goal of detonating a nuclear fission explosive aboard the station. In another, they could be hidden amongst the crew as patient zero of a zombie outbreak hellbent on spreading zombification at any cost. Despite both scenarios leading to the station's destruction, the atmosphere and energy of a round feel vastly different. Making for memorable and unique situations that are fun to recount and be told about! -A laying out of the game modes story structure gives it direction and context to those participating in its development. +A laying out of the game modes' story structure gives them direction and context to those participating in their development. -## Emergent story telling +## Emergent storytelling The beats of the story for each game mode should come naturally to the players as a result of mechanics associated with the game mode. -Those who are in charge of driving the story forwards should arrive to the same conclusions by being nudged a desired direction through the use of game mode specific mechanics. Whether it is done through flavor text, skills, afflictions, or equipment. The behavior should come as a byproduct of the mechanics. +Those who are in charge of driving the story forward should arrive at the same conclusions by being nudged in a desired direction through the use of game mode-specific mechanics. Whether it is done through flavor text, skills, afflictions, or equipment. The behavior should come as a byproduct of the mechanics. -As an example; for Initial Infected, the goal is to convert as many crew into zombies as possible, but you can only stave off the infection for so long before it begins to convert you. Before becoming a zombie you may leverage your allegiance with the undead to gain a unique combat advantage to help further the infection. Commanding a horde of zombies to be used as a walking meat shield as you hunt down any remaining uninfected people with your unimpaired mobility. Alternatively you may sabotage vital station infrastructure that makes the station uninhabitable to the uninfected while leaving the zombies unscathed. +As an example, for Initial Infected, the goal is to convert as many crew members into zombies as possible, but you can only stave off the infection for so long before it begins to convert you. Before becoming a zombie, you may leverage your allegiance with the undead to gain a unique combat advantage to help further the infection. Commanding a horde of zombies to be used as a walking meat shield as you hunt down any remaining uninfected people with your unimpaired mobility. Alternatively, you may sabotage vital station infrastructure that makes the station uninhabitable to the uninfected while leaving the zombies unscathed. -As a corporate rival sent to sabotage the station, should you invest your limited resources obtaining a reusable but slow-to-charge auto-hacking tool? Or should you buy a cheaper, conspicuous one-time use remote explosive? Maybe do neither and spend your limited time in the shift making an alternative by leeching off the station's success. +As a corporate rival sent to sabotage the station, should you invest your limited resources in obtaining a reusable but slow-to-charge auto-hacking tool? Or should you buy a cheaper but conspicuous one-time-use remote explosive? Maybe do neither and spend your limited time in the shift making an alternative by leeching off the station's success. ## Every story has its end All game modes should have a clear end goal and conclusions utilizing mechanics exclusive to the game mode. -There should be no ambiguity for what players should be working towards, a clear and concise goal will keep players thinking how to approach and eventually accomplish said goal. This applies to both the crew and antagonists, as to give players a desired end state of the round. +There should be no ambiguity for what players should be working towards; a clear and concise goal will keep players thinking about how to approach and eventually accomplish said goal. This applies to both the crew and antagonists to give players a desired end state for the round. -Naturally, this means that opposing factions will conflict with each other and that goals are mutually exclusive. At times this may come at the expense of player enjoyment, which is why we must put an emphasis that the mechanics are responsible for the end result. +Naturally, opposing factions will conflict with each other, and their goals are mutually exclusive. At times, it will come at the expense of player enjoyment, which is why we must put an emphasis on the fact that the mechanics are responsible for the end result. -Catastrophic incidents may force a round to end abruptly, leaving no one satisfied. While not a desired outcome it is one worth mentioning, if a game mode aims to end a shift in this way it should have proper rising tension and climax as to avoid dissatisfaction. +Catastrophic incidents may force a round to end abruptly, leaving no one satisfied. While not a desired outcome, it is one worth mentioning; if a game mode aims to end a shift in this way, it should have proper rising tension and climax to avoid dissatisfaction. ## Freedom, as a means to an end @@ -42,4 +42,4 @@ Freedom of approach is encouraged and often makes for memorable round experience Never have both sides be in a position where waiting is the best or only move. -Those accomplishing their goals or looking to resolve conflict should never find themselves waiting as the best option to ending conflict. Inaction should be discouraged or punished whether it be done through imposed time limits or resource management. \ No newline at end of file +Those accomplishing their goals or looking to resolve conflict should never believe that waiting is the best course of action for solving conflict. Inaction should be discouraged or punished, whether it be done through imposed time limits or resource management. \ No newline at end of file