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1 change: 1 addition & 0 deletions src/SUMMARY.md
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Expand Up @@ -21,6 +21,7 @@ Development
- [Design Pillars](development/design-pillars.md)
- [Design Documents](development/designs/design-doc-main.md)
- [Greencomms Removal](development/designs/design-doc-remove-common.md)
- [Factions, Antags, and Lore](development/designs/design-doc-remove-common.md)

Guides
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Factions, Antags, and Lore
=====
This document details how introducing limited sections of lore around certain elements of the game can improve immersion. This primarily concerns factions and species.

This concerns only official lore that will be introduced in-game, not people's characters or their own writing.

## Premise

The goal of having lore is to make give the station a setting, to make the "world" feel bigger than simply the station you are on, and to provide players with a prompt to work with and expand upon. In the case of antags to make them feel like they are acting on behalf of a faction's interests, rather than just being "John Evil". Additionally, the line between antag and non-antag can be blurred, leading to more dynamic outcomes.

This document will only briefly touch on certain specifics lore wise, but primarily serve as a guide and for standards. Additionally, it will touch on lore as it pertains to game design, focused primarily on antags, special roles, and theming.

## Writing Lore

Lore should focus on providing a background or explanation to certain parts of the game. Things written should be a brief, broad overview, like the first few paragraphs of a wikipedia page. It should not be long, monotonous, or overly detailed. One page maximum.

Lore should not be restrictive, people should easily be able to integrate their existing stories into any proposed lore. It is a building block for people who want it, not an all-encompassing document on how characters should be written.

Lore documents should be mostly self contained. They should not concern miscellaneous events which don't concern any specific portion of the game (ie. a random battle between The Syndicate and Nanotrasen)

## Factions

There are decidedly 4 major factions:
- Nanotrasen

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We need to also decide if it's Nanotrasen or NanoTrasen, officially. In some versions, NanoTrasen was formed from the merge of two separate companies, hence the distinction.

- The Syndicate and their constituents
- SolGov
- Galactic Independence Coalition

These main factions are not necessarily the *largest factions* in the setting. However, they are the ones most involved in the current situation with Nanotrasen.

There are also various minor factions that exist within the game, more can be added via PR's to the main repo.

Any factions, major, or minor should include all the following:
- A clear ideology, principles, or objective
- Distinct theming from any existing faction
- Some form of significant presence in-game
- A guidebook page detailing all the above

Just because all of the above are qualified does not mean the faction will be accepted automatically, any new faction is subject to review by maintainers.

A faction may be accepting lacking some of the above, given that there is reason to believe that other qualifying factors will be added later on.

## Antagonist Integration

Antags should rarely ever be "guy that is evil", they should be associated with a faction of some form wherever possible. Their objectives, equipment, and otherwise should also be associated with the faction as well. By tying antags to be closer associated to a specific faction, it gives better prompting to how the antag should and their motivations beyond just what their objectives entail.

The line between antag and non-antag should be blurred, leading to situations where there is uncertainty and room for intrigue, this can produced varied and exciting outcomes and slows down many of the potential knee-jerks that can happen between crew and outsiders.
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