What personality types are suited for playing MP (Military Police)?

I gave it the old college try with 60ish hours, and I’ve realized that I don’t like it. In theory, it should be so simple: a marine punches another marine, the assaulted person wants to file charges, the bad marine does a 15-minute timeout, and boom, you’re done. But noooo, when I play MP, everyone wants to act like scourge of the earth, “Marine why are you shooting up the windows?” The boss said that you need materials? Then deconstruct it like a normal person. Marines start shooting each other in the medbay over something petty, ok, now I need to investigate and be the buzz kill..alright. We captured an enemy synth with the tendency to get stabby and choky, and we aren’t allowed to deactivate him. Ok, I’m going cyro; there are only two of us, and I don’t feel like trying to fight an antag synth with stun resistance, the highest melee skills, which is practically a combat droid, that I’m not allowed to deactivate.

Dealing with stuff like that makes MP such an unfun role to play, and I understand you’re supposed to be security, but you’re slightly better geared than a regular rifleman. Not to mention, no one ever plays MP, so if you pick the role, you’ll either be alone or with a player trying it for the first time. Warden, as a role, isn’t ever selected, so it’s either just you and maybe another MP, or a CMP who sits in CIC all day. You must uphold a higher standard, even when people purposely make life difficult.

Sorry, I felt like whining. It’s a role no one plays, yet it has the highest standards. What personality type is MP made for?

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It’s made for Crimson specifically. The only MP player to resist cracking under pressure and abandoning the role entirely.

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Griefers and psychopaths like Beck

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certain german historical larpers

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can confirm, when mandatory head coverings for MP was enacted I stopped playing because I loved going helmet/cap/beretless

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asswipes

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Persons of questionable character.

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Tyrants
Murderers
Disciples of sin

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Unironcialy it attracts people who are willing to put up with a lot of waiting.

Meaning you’r either a massive sadist or a very determined rp’er.

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There’s also the abiltiy to cope with the fact that 95% of the Marine force ranges from not very helpful to outright criminals, and only 5% are willing to help you ever. That’s the most important trait of a good MP, really, and one I struggle with somethimes.

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You forgot Lance

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Honestly I agree. When hostile survivors including synths come onboard, there will almost always be people whining about how you handle the situation. Everyone has a different idea about how lenient or strict you should be with them. Even if you hit that perfect balance where everyone is happy (this isn’t possible), then you have to RP with them in a perfect manner (everyone also has a different idea about this too) and devote the rest of your round to it, or people will whine about that too. And then you have to decide how to handle things if hijack happens - and people have different viewpoints on what you should do at that point too. And on top of that, everyone has a different viewpoint about exactly how the “consistently hostile” rule (see rule 10 of the main rules) should be enforced, or not enforced. It’s a clusterfuck, and I don’t blame you if you want to cryo as soon as any of them show up.

As you’ve clearly seen, a lot of people will hate MPs, or at least say that they hate MPs, in order to be part of the “cool kids club”. And they’ll make stuff up to fit that worldview - “every MP is a powerhungry ass, every MP is hitler, every MP is bad at the game” etc. Or they’ll just say it to try to be funny. They’ll tell a story about how some MP did something wrong one time and that’s why they hate all MPs forever. It’s not unique to the CM community. In other SS13 communities you’ll easily find people hating on security, in real life you’ll easily find people hating on police, etc. So, I’d say the personality type an MP is made for is one that can just not care about all of that stuff, and just focus on doing everything as how it’s written on the Marine Law, Standard Operating Procedure, and Rank wiki pages, alongside the main rules. Also it helps a lot if you record all of your CM gameplay in case you need it as evidence for an ahelp/player report made against you.

It’s really not all doom and gloom though, you will still get many fun rounds where people aren’t being weird like I described above. You don’t have to give up the role completely. If a round gets unfun, you already know a good strategy - cryo, then try again later on a different round.

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Fax enthusiasts

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Ppl h8 but also like, mp is what it is. Its just a boring office job. Unles u get combat or drama

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Military Police is a tricky role to stick out in the long run. There are many reasons which I believe people burn out, quit, or simply don’t enjoy it.

1: MP hate bleeds to OOC: Military Police doing their job are disliked, just like they are disliked in their IRL counterparts. Many of the players who often get arrested characters as “avatars” of themselves, rather than a constructed character. As such, any perceived slight on their character is an attack on them. This manifests in many ways, but most obviously the LOOC flaming on MPs or the barely IC ranting which may as well be LOOC. You often have to deal with a vocal minority which will represent situations they were not involved with falsely, this compounds the next issue as more people often believe the hearsay of a random marine not involved than wait for things to play out.

2: Staff/Command interactions: When searching/arresting someone as an MP, you are required to follow a set of procedures, this often is then challenged by marines, commands and staff who are very often not as well versed in marine law (resulting in you having to argue things which are often (but not always) common knowledge. While following these set and required procedures (which you can be punished for making a mistake on), you will be expected to process the prisoner, speak to command about what happened, and also interact with staff. Much of this can be, quite literally repeating yourself, over and over to different elements, usually somewhat close to each other. I do believe this specific issue could be mitigated somewhat by making the “arresting” statement made by the officer easier to view by staff and command who are in the brig (such as being able to view the witnesses, statement, arresting officer) directly when examining the cells timer. Staff are usually more understanding these days than in the past, but it still can be frustrating when you’re thrown another thing you have to explain.

3: Limited duties - MPs have a primary purpose of enforcing marine law, however not all rounds have crime. This results in a lot of standing around twiddling your thumbs. Yes, you can help other departments, but you lack access to research, and intel is often handled by the ASO. Roleplay can be found but it’s often a coin flip. There also is not always a catalyst to make roleplay engaging (conflict can breed roleplay). Military Police require authorisation to go to the FOB, creating more friction for at least some engaging duties, as well as an extremely vague definition of what a “secure area” is, which has most MPs avoiding even leaving anything which isn’t the FOB due to the lack of definition leaving it up to whatever staff member is online, which is in essence, note Russian roulette. This is one of the key critical things which has always been an issue during more “standard rounds”. I’ve even suggested letting MPs escort VIPs (such as CL, liasons, officers on specific tasks/RP tasks) but its often shot down by staff online.

4: Restrictive design regarding mutinies/roundstart shenanigans: This one is simple, choices both mechanically and OOCly have made both much less likely, and this does impact the role having things to do.

5: MP tools are still in a poor spot. I’ve made this claim so many times, but the tools are rather lackluster. Riot equipment is nice but all but useless (due to not being able to carry it (and not use it, excluding riot charges and riot gas)unless its blue, and then it’s usually better to have lethals) Melee equipment has slowly been nerfed to being inferior than tazers even in CQB. This was basically agreed by the development team years back but it go put on to the todo list and never got worked on.

5b) Investigative tools: Nice idea to implement but currently awful due to nerfs. Fingerprints are nearly never left (I havent seen one in 12 months at least), even when using forensic sprays. Resulting in most investigations requiring a lot of assumption and luck, which doesn’t feel very investigative.

I think I survived the role so long simply because I roleplay a character (each role impacting being a “multiverse/whatif” origin version of Crimson) so it’s easier (but not always) to compartmentalise and not take things personally. That and the role can allow you to have some excellent roleplay, which has always been the biggest draw to CM for me.

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Speaking of how MP’s often dont have anything to do.

If you’r bored as MP i found a very good stratagy to counter act this.

Before the round starts say “hey im going MP. Can some of you guys commit a lot of crime next round.” It may sound silly but it has worked before.

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That is a interesting idea. I mainly wanted to play the role to feel like SWAT, but all I deal with is players that want to act like crack heads and make me wonder if that is intentional or they’re roleplaying a doosh ka noe.

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The old days of MPs were certainly interesting. I sometimes miss them.

You’re basically a diet admin with IC and OOC restrictions.

If that appeals to you- go for it.

It can be fun to just hang out on ship and if the right people are on it’s neat. Often times though it’s an exercise in frustration.

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Licorne was always a good MP. I remember!