Role Proposals
Table of Contents
- Role Acceptance Criteria
- About Responses from the Development Team
- About the Concept
- Concrete Examples for Designing Roles
- Where to Submit Role Proposals
- Role Proposal Template
- Comments from the Development Team
Role Acceptance Criteria
- Does the proposal avoid significantly breaking the social-deduction “Werewolf” gameplay of Among Us?
- If you want to play an Among Us that feels like an action game, please use a MOD with that concept.
- Does it avoid overlapping with existing roles, or being something that could simply be replaced by an existing role?
- Please check the existing roles on the official wiki.
- Since there are many roles, it can be difficult to know all of them. If you ask in advance in Questions, we will answer.
- Can both the player who gets the role and the players who do not have that role enjoy the game?
- Roles that are too strong create unnecessary stress for other players, while roles that are too weak create unnecessary stress for the player who gets that role.
- Crew roles intended to weaken the Crew will generally not be accepted unless there is a very convincing reason.
- There are truly many proposals that do not consider how adding the role would affect other players.
- Especially for third-party roles, does the proposal avoid significantly disrupting the basic Impostor vs. Crew structure?
- Third-party roles that require the village/Crew to keep accounting for them over a long period of time will almost never be accepted.
- Does the proposal avoid content that desecrates corpses?
- Roles related to corpses are highly likely to violate the rules unless there is a specific reason for using corpses.
- Example: A third-party Artist whose goal is to decorate the ship with corpses and complete an art museum → This is acceptable because, to him, that is art.
Beating a corpse to a pulp and making it disappear → Not acceptable, because there is no meaningful reason to do so.
- Is it not a role from another MOD?
- If you want a role to be ported, please submit it through Requests.
- We will not accept proposals or requests for Akujo or similar roles.
- Is it not a role based on an Arujan streamer?
- Roles based on Arujan streamers are not planned to be implemented except through collaborations with Hacchan.
About Responses from the Development Team
Rejected- This will be given to proposals that are unlikely to meet the acceptance criteria even if the content is adjusted. Please give up on them.
- If you ask which points do not meet the acceptance criteria, we will answer.
Needs Adjustment- This will be given when the proposal may meet the acceptance criteria if the content is adjusted.
- Please adjust the content based on feedback from the development team.
About the Concept
- The most important thing when designing and reviewing a role is its concept.
- As written in the template, the concept means how this role will make the game of Among Us more interesting.
- As stated above, this section is not asking only about the experience of the player who has the role. It refers to the experience from the start of the game to the end, including the impact on other players.
- At present, there are almost no proposals where this has been thought through properly.
If this part has not been thought through, even if we try to adjust the role’s abilities, the adjustments will often end up missing the point.
- By adding this role, what kind of mind games will arise from the perspective of all players, and what kind of gameplay experience will that create?
That is the most important point.
Concept Examples
- A role that is visually easy to understand or flashy and looks good in videos, allowing everyone to have fun together in proximity Among Us or casual rulesets.
- An Impostor role that increases the factors players must consider during deduction by falsifying information.
- A third-party role that discourages Crewmates from grouping up.
Concrete Examples for Designing Roles
Designing Gameplay from an Idea
Spider
- Can set traps.
- What do you want to do with those traps?
- Stop Crewmates from moving and interfere with tasks.
- Get kills in good locations.
- Based on the above, work out the ability details so it does not become too strong.
- Being able to stop someone permanently would be too strong, so set a limit on how long they can be restrained.
- Make it obvious when someone is caught in a trap.
- If the Spider kills prey caught in a trap, its kill cooldown becomes shorter.
- If the Spider could place a trap and immediately kill, that would not really fit the idea of an ability based on “setting traps,” so add an interval before the trap activates after being placed, encouraging the Spider to set it up in advance.
- Make it possible for third parties to tell when someone has been caught in a trap, allowing players to deduce who the Spider is from the trap’s location.
- This is the tradeoff for the shortened kill cooldown.
- What do you want to do with those traps?
Starting from What You Want
Magician
- We want a flashy, cool role that makes everyone want to try it.
- If you place markers and enclose an area, killing all Crewmates inside would be strong and satisfying—and triangles and such look kind of cool, right?
- The markers should look extremely cool.
- For special kills, especially ranged ones, it is better if players can tell that the kill was done by that role, so make the screen flash for everyone so they know it was this role’s kill.
- If the role succeeds, it can kill a large number of people while making it hard to identify the culprit, so it should not be able to perform normal kills.
- If it could enclose the entire map, it would be too strong, so set restrictions on the spacing between markers.
Starting from the Role Name
Pavlov’s Dog
- What would pair well with Schrödinger’s Cat?
→ Pavlov’s Dog……? - Pavlov’s Dog refers to an experiment in conditioned reflexes.
When a bell is rung before giving food, eventually the dog starts drooling just from hearing the bell. - What would be interesting to condition someone with……
- That’s it! Let’s condition them with the ability to kill!
- In that case, the one doing the conditioning would be in a position similar to a Madmate.
- However, if that is all, the conditioning player would basically have nothing to do after choosing someone, so make it so that the conditioning player may die and still win.
- This is based on the idea that, like a Madmate, dying while protecting the Impostor does not prevent victory.
- Make the win condition simple, like the Jackal: all Impostors must be eliminated, and the role’s faction must be equal to or greater than the number of Crewmates.
- In this case, if the player with the kill ability dies, there is no path to victory, and it is difficult to deal with the ally who does not have the kill ability, so make survival of the player with the kill ability a condition.
- If the conditioning player is alive, they count as a member of the faction and are simply strong, but we also want them to be able to die protecting the Dog like a Madmate, so when the conditioning player dies, the Dog’s kill cooldown becomes shorter.
- The conditioning player should not greedily cling to survival, so they should not be able to use vents or similar abilities.
- Some people consider it a problem that, after the player with the kill ability dies, the allied role without the kill ability has nothing to do. Personally, I think it is their own fault for failing to protect them. — Developer No. 12
- Regarding the above point, I feel this is a difference between prioritizing the task phase of Among Us and prioritizing the discussion phase.
- Which one is prioritized differs depending on the MOD creator, so please understand that this is merely the value judgment of No. 12, the person in charge of role review and acceptance for SNR.
- Personally, I think it would be fairly difficult to make something interesting based on this. — Developer No. 12
Considering the Impact the Role Will Have
An Impostor with an extremely short kill cooldown
- A short kill cooldown has various effects: kills may become possible before the emergency button cooldown ends, it becomes highly likely that the Impostor can take someone down as a “parting gift,” and in advanced lobbies, killing before 30 seconds have passed can make deduction more difficult.
- A large number of kills happening in a short period of time is quite stressful for Crewmates.
- Therefore, unless the role is correspondingly easy to narrow down or the killer has major drawbacks, it becomes impossible to handle from the Crew perspective and results in an unfun game.
- Keep in mind that unless a mass kill makes it easy enough to exile the culprit on suspicion alone, the tradeoff will not be worthwhile.
An Impostor who can use unique sabotages
- Some Impostor roles have abilities separate from normal sabotages, such as abilities that obstruct vision or independently trigger lights-out effects.
- Unique sabotages are more stressful from the Crew perspective than people tend to think, so they are not very good abilities.
A third-party role with no way to deal with it
- Especially for third-party roles that win by surviving and stealing the win, both Impostors and Crewmates need to have some way to handle them.
- Otherwise, players cannot end the game because they do not know whether the role is still alive, which causes the game to stall.
- In the first place, SNR already has many survival-based win-stealing roles, so unless the proposal is exceptionally interesting, it will most likely not be accepted.
A Crewmate role that is too inconvenient for Impostors
- A role where everyone can tell at a glance that the player has that role effectively confirms that player as clear, which is actually quite a strong ability.
- In SNR, Star is a representative example.
- The key question is: can a non-Crew role that does not have that role fake-claim it?
- The general rule is that the role should either be impossible to prove from another player’s perspective, or if it can be proven, doing so should come with an appropriate drawback.
- For example, information-gathering roles only obtain information from their own perspective, so they cannot prove it to a third party, allowing Impostors and others to take over the claim.
- For example, the Sheriff can kill, but Impostors can also kill, so they can take over the claim.
- SNR has several roles that can die by suicide, so depending on the role setup, even if someone self-destructs, that alone does not necessarily prove that they were the true Sheriff.
Roles that revive dead players / roles that come back even after dying
- This is a representative example of an extremely powerful ability: killing itself is already high-risk, and this ability not only makes that kill meaningless but also reveals the perpetrator.
- Therefore, unless there are appropriately powerful drawbacks or restrictions, such roles generally cannot be accepted.
- Even if the role is on the Impostor side, it would undo the Crew’s hard-earned effort to finally reduce the number of Impostors, so appropriate drawbacks are necessary.
Where to Submit Role Proposals
- SNR Official Discord
- To access it, you must join and verify yourself in the SNR Official Discord.
Role Proposal Template
- Copy and edit the text inside the box below.
- You can copy the text inside the box using the button in the upper-right corner of the box.
- Since it is written in Markdown format, if you paste everything except the formatting that encloses the box itself, it will be pasted in an easy-to-read form.
- Due to the security bot in the SNR Official Discord, if you repeatedly repost or edit your submission, you may be timed out.
Prepare your text in advance using Notepad or another text-editing app before posting.
Template
### Role Name
- ~(Japanese name)/(English name)~
### Intro
-
### Role Color
- (Write one of [color category] or [RGB], and delete all items that do not apply.)
- Red category
- Orange category
- Yellow category
- Green category
- Light-blue category
- Blue category
- Purple category
- Pink category
- Brown category
- White category
- Gray category
- Black category
- R: , G: , B:
### Faction
- Impostor Faction
- Third Party
- Crewmate Faction
- (Delete all items that do not apply.)
### Concept
- (Write how adding this role will make the game of Among Us more interesting.)
### Description
- (Write the summary of the role that will be displayed in-game.)
### Win Condition
- (Required for third-party roles. Delete this section for Impostor or Crew roles if there are no special conditions.)
### Explanation
- (Detailed explanation of the role, details of its abilities, the source material or inspiration for the role, etc.)
- Ability x_Passive: **Ability Name, if any**
- Abilities that activate automatically go here. Example: Bait’s self-report.
- Ability x_Ability: **Ability Name, required for button-press abilities**
- Abilities activated by some kind of player action go here. Example: Wave Cannon’s Wave Cannon button.
### Settings
- Setting Name, for numerical settings
- Default value: (Minimum value: , Maximum value: , Interval: )
- Setting Name, for ON/OFF settings
- Default value: [Write either ON or OFF] (ON/OFF)
Comments from the Development Team
- We can tell by reading whether you have thought the proposal through properly.
- Roles that are merely rough forms of a vague idea are almost always rejected.
- This page has stated this many times, but there are truly many proposals that only think from the perspective of the player who has the role.
When proposing a role for implementation, please think—even imperfectly, even just a little—about the impact that role will have.