---
title: "Thoughts on /tg/station roles"
date: 2022-06-27T17:02:09+02:00
draft: true
---

This is a long winded post full of personal rants, if you want the short version:

{{< tldr >}}
I think Viro and Geneticists are bad roles as they should be reworked from the ground up to be less isolated and less "click on window and hope the RNG doesn't hate you"
{{< /tldr >}}

Do you have no clue what that was about? Cool, keep reading!

<!--more-->

## PREFACE: Space Station 13

_TODO: EXPLAIN SS13 IN A PARAGRAPH SOMEHOW_

### PREFACE act 2: /tg/station is a game design trial by fire

SS13 is an incredibly complex game, providing emergent gameplay in a multiplayer settings with constant changes and many communities testing different things.

With the same people playing for upwards of decades with very fast iterations (the average round on my preferred /tg/station server is ~45 minutes), players will generally react strongly to changes and when given the opportunity and test the limit of every new mechanic as soon as it is introduced.

Any new design has to account for weird interactions with the existing 9999 systems, exploits that might be found, [playerbase anger](https://hackmd.io/@tgstation/HJCoL8MUw#Ethical-and-Moral-Considerations-to-Avoid-Angering-Players) and cannot rely on secrets as the code is public.

I believe this to be an incredibly tricky environment but with opportunity to foster truly unique experiences. For coders, Space Station 13 is an incredible sandbox in which you can sneak your passions for everyone to poke at. For players, mechanics can be something to explore, just pass the time or can even become a story device.

## The roles

_TODO_

### Note on personal experience and role omissions

_TODO_

### Function vs Roleplay

_TODO_

### What makes a good functional role

_TODO_

### Good functional roles

_TODO_

#### Chemist

_TODO_

#### Engineering (Station engineer, Atmos Tech)

_TODO_

### Bad functional roles

_TODO_

### How RP level affects roles

_TODO_

## Closing notes

_TODO_
