Round Start Equipment#3
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Co-authored-by: Connor Huffine <chuffine@gmail.com>
iaada
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Jun 18, 2026
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| Trinkets are the non-clothing items available in a loadout. These should be RP props used to establish a unique character, and should say something about your character's personality. They should not be used to shortcut finding readily available and common items (like cigarettes) or to give yourself an advantage with some special functionality. | ||
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| Players should **not** spawn with job-essential equipment in their loadout. This includes essential clothing like armor and insulated gloves, as well as tools. This is done to emphasize roleplay by deemphasizing job simulation. Players don't need to be immediately capable of doing their job as it's only one part of the game. Instead they're encouraged to spend time talking with their coworkers in the locker room, delay their late arrival even longer by visiting the bar, or forget something and be unprepared. It's okay for a player to late join into chaos and not immediately possess the ability to combat that chaos. |
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From the previous repo this seems to be the primary point of contention. Despite contention I still stand by it. I don't think it's important (and in fact think it's a negative) for players to spawn in with a full compliment of gear.
It puts an unneeded emphasis on the jobsim because it implies that's all you're here to do. It prevents players from being unprepared / incompetent, and eliminates what I see as a very fun story of arriving to a station in chaos and having to navigate that chaos with suboptimal gear.
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Originally started following Maintainer Meeting (27 September 2025) which brought up concerns about PRs changing round start gear, and what gear should be available. This document translates and expands upon that meeting to provide a more concrete form to the definitions, and where players get the items they start with.