Rule Suggestion Lower TreasonRP Auth to HMod+ (or SGM+)

Rule suggestions will be reviewed by Superadmins, this may take longer than standard content suggestions.

What does this suggestion change/add/remove:

Adjusts server rule 1.15 from:
1.15 Loyalty to your team - You must remain loyal to your team and cannot divulge information or assist the enemy unless you are being interrogated. Assisting the enemy or betraying your faction requires a valid RP scenario that is planned and approved by Server Leadership.
To:
1.15 Loyalty to your team - You must remain loyal to your team and cannot divulge information or assist the enemy unless you are being interrogated. Assisting the enemy or betraying your faction requires a valid RP scenario that is planned and approved by a Head Moderator or higher.
Or any variation which only additionally permits Head Moderators specifically in Event Team . I wouldn't know how to word it in a way that makes sense. The general idea is to lower the minimum rank required to authorise TreasonRP in some fashion.

EDIT:
Alternatively:
1.15 Loyalty to your team - You must remain loyal to your team and cannot divulge information or assist the enemy unless you are being interrogated. Assisting the enemy or betraying your faction requires a valid RP scenario that is planned and approved by Server Leadership or a Head/Senior Game Master.
Adding instead of lowering the required Staff rank, introduce whichever of SGM+ or HGM that would be satisfactory to SSL.
Has something similar been suggested before? If so, why is your suggestion different?:
There have been numerous suggestions on changing the rules either wholesale - Or relevant rules, but never anything I could find specifically focused on TreasonRP auth.

Possible Positives of the suggestion (At least 2):

  • + Increased accessibility to TreasonRP by players, which in turn may increase the day-to-day quality of RP dependant on how it is used.

  • + Potentially frees up SL+ ranked Staff for more important matters.

  • + Gives HMods useful experience in learning when and when not to auth TreasonRP, which may give them better understanding of handling server health matters for if and when they make it to SL.

Possible Negatives of the suggestion:

  • - Devising an alteration to 1.15 that sufficiently conveys how it can be authed without it being confusing or too long.

  • - Massive abuse potential on both sides of this, which may also lead to server health issues if handled improperly.treasonrp.png

  • - Allowing greater access to TreasonRP in this way may embolden some people to go forward with ideas that aren't really great, which may be mistakenly auth'd when they otherwise shouldn't be - "I thought this would be an okay idea, didn't see any issues with it" type stuff that's distinct from more malicious abuse ala above
EDIT:
  • - This would be extra power and responsibility for HMods that they would need to be sufficiently trained to handle out of the gate, which may put further, unnecessary restrictions in who gets that role.

  • - The infrequency and low quality of TreasonRP requests as they are, are not that much of a bother to SL to reasonably warrant a change like this.

Based on the Positives & Negatives, why should this suggestion be accepted:

I don't usually make rule suggestions - Granted, some of my first suggestions were rule suggestions; And they were pretty ambitious. But ever since I thought more along the framework of solving problems via content changes, I haven't really made a rule suggestion change in a while. My last one was about 4.01, and I still feel the same way about that despite that specific argument having been relitigated by others in the recent past - And SSL appear to have retained the same stance on that despite what I thought was some very thorough and convincing arguments on the matter. I think it's very generous that were even allowed to suggest rule changes at all, given the various suggestions I've seen over the past couple years - All the ones relating to rules have either been... Not great, or somewhere between liked and loved, always well and thoroughly discussed - But the majority always get slammed. And I get it. You don't want to make sweeping changes, bloat the rules or otherwise risk a significant disruption to the fine balance that you've struck. This is one of those things I've thought about a little bit, because I recognise that this is one of those ideas that fall into the last of those categories.

A major part of SL's whole prerogative is monitoring server health and being the part of the first line of defence where server health issues come into play; Most notably with giving the green light to specific interactions that are intended for certain situations - But are not things generally trusted to the playerbase to use whenever they so please because that kind of anarchy leads to a terrible, terrible environment.

...You know what, I was gonna write a whole diatribe about all the stuff SL+ do, but fuck it. You get what I'm on about, here. Bottom line is that TreasonRP auth I think is a bit. of an odd one out. Yes, if you let everyone do TreasonRP anywhere, at any time, the server becomes anarchy. That's why we have 1.15, to prevent TreasonRP from being a valid roleplay reason for things certain roles would otherwise not do in normal RP situations - So you can't abuse it. And there's the requirement to get it authed by the relevant staff rank, so that you can do the TreasonRP. And in those circumstances, SL get the say-so on whether or not you're going to do so.

I don't often see TreasonRP - Which makes sense, it shouldn't be a frequent or regular occurrence, but one thing I think is contributing to the decline of roleplay quality is that things like this aren't so easily approachable; I think it's more approachable with the introduction of the tickets system - But requiring SL for it I feel is a bit overkill. Compare it to other things SL minimum are needed for auth, like OSuits or valid 008 breaches. Do you see what I mean? If someone tries to do a naff TreasonRP situation that could cause issues, chances of it being as damaging to the server comparable to anything else that SL can auth, even on the lower end - I think are pretty containable.


EDIT: I've been convinced with some very good points, that this may not be appropriate for HMods. I have left the original idea and what I said up for general posterity and/or if SSL feel otherwise about it when they discuss this idea (which I don't think is likely, but the possibility, while near, is not entirely impossible) - And have also opted to go with Podidski's wonderful idea of suggesting allowing SGM+ or even just HGM to additionally auth TreasonRP alongside SL - As I agree that, after having gone over the discussion and thought about the points introduced, I am convinced that while the auth is less appropriate for HMods, I think it could reasonably be within the purview of SGM/HGM, all things considered.

Admittedly, this would only increase the amount of people that players could reach out to for TreasonRP auth by a handful (or 1 per server in the case of just HGMs), so there's definitely a question of whether or not this is worthwhile. I'll leave that up to SSL.
 
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No. Bad idea.
Could you elaborate? Is it that compared to Admin+, HMods are not trustable with this? I'd understand this apprehension.

Granted, HMod is not a position that someone gets overnight, but it's also not like there haven't been bad HMods before. I can understand the dilemma if this is the case. If this is why this gets rejected, I'd understand.
 
Could you elaborate? Is it that compared to Admin+, HMods are not trustable with this? I'd understand this apprehension.

Granted, HMod is not a position that someone gets overnight, but it's also not like there haven't been bad HMods before. I can understand the dilemma if this is the case. If this is why this gets rejected, I'd understand.
@Canoon
Normally regulates Head Moderators. Not to worry.
 
Could you elaborate? Is it that compared to Admin+, HMods are not trustable with this? I'd understand this apprehension.

Granted, HMod is not a position that someone gets overnight, but it's also not like there haven't been bad HMods before. I can understand the dilemma if this is the case. If this is why this gets rejected, I'd understand.

I can elaborate, and I'm sorry I didn't originally.

For SL, treason requests are not a large time taking situation. We do not get a large amount of requests and even less requests that actually should be considered for approval. It means that any treason request can be quickly solved (especially with the new ticket system) when they do happen and that isn't often.

That is frankly the main reason I think no, it is unneeded and people would infinitely more likely go to HMODs for it because they believe HMODs to be less prepared and ready for it - just because they want the auth.

I am not saying I do not trust HMODs, but it's something extra they would need to be talked to about and trusted in when they get their role and I do not believe it is necessary to do so with that. When you give a role extra power (even such as this), it puts further restrictions on new people getting that role, and restrictions that aren't really needed for HMOD.

I do think it could be good for admins to ask the opinions of HMODs on treason auths, to get them ready for SL though, which you state would be a good learning opportunity.

Overall:
Not enough treason requested, not enough good treason requested, no need for HMODs to have it, would add extra HMOD responsibility for little reason.
 
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I'm gonna be honest, there is a huge gap in responsibilities and power between head moderator and administrator. Whilst we dont promote anybody easily to HMOD either, SL is only for people who have shown to be responsible and would be able to understand clearly what is and what isn't a rulebreak, normally over several months. I've met many HMOD's who still tend to be unsure on things and I just dont think they can be trusted with it.

This is similar to why we dont give TGM's access to 714 on gmobjectives or gmsweps. We just simply cannot trust them with it. Giving an HMOD the ability to authorise treason rp can also cause some confusion such as players going to HMODs to get authorisations for breaking rules and potentially even the staff member being confused as well.

Additionally, HMODs dont have access to where SL tracks treason rp and even then, treason rp is so infrequently requested its just not really something that needs to be lowered in authorisation.
 
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Instend of lowering auth to HMOD+, how about instend we keep SL+ but also add GM or SGM+ to it?
1.15 Loyalty to your team - You must remain loyal to your team and cannot divulge information or assist the enemy unless you are being interrogated. Assisting the enemy or betraying your faction requires a valid RP scenario that is planned and approved by Server Leadership or GameMaster+
1.15 Loyalty to your team - You must remain loyal to your team and cannot divulge information or assist the enemy unless you are being interrogated. Assisting the enemy or betraying your faction requires a valid RP scenario that is planned and approved by Server Leadership or Senior GameMaster+
(the reason why i added "+" to SGM due the fact there is Head Gamemaster / HGM now)
 
Instend of lowering auth to HMOD+, how about instend we keep SL+ but also add GM or SGM+ to it?


(the reason why i added "+" to SGM due the fact there is Head Gamemaster / HGM now)
Game Masters should have a more pertinent role within the server instead of just guys that run events. This would be a good first step in adjusting to that mindset.
(this and PAC's or anything roleplay related)
 
Instend of lowering auth to HMOD+, how about instend we keep SL+ but also add GM or SGM+ to it?


(the reason why i added "+" to SGM due the fact there is Head Gamemaster / HGM now)
This gives me an idea, I'd be in favour of HGM getting authorisation as they are close to being/on par with the trust given to SL members.
 
So which rank in your opinion? For me it would be SGM.
With the addition of a Head Game Master role, the pool for Senior Game Master is inevitably going to become saturated. That doesn’t mean the candidates themselves aren’t capable, it just means the bar for what “Senior” represents is now naturally lowered by introducing a higher tier above it.

At this point, Senior Game Master essentially stands on the same level of responsibility as a Head Moderator, all things considered. The Game Master role now holds a much more pivotal position in shaping the team’s direction than before, especially since Trials are, for the most part, sidelined or excluded from the larger decision making process.

If I were to give my first impression, I’d lean toward Game Master being the optimal middle ground with everything considered, but realistically, the more favorable and balanced structure would be to focus on the Senior Game Master tier as the top operational role before Head GM.