Role Proposal
Table of Contents
- Role Acceptance Criteria
- About Responses from the Development Team
- About the Concept
- Concrete Examples for Designing Roles
- Designing Gameplay from an Idea
- Starting from What You Want
- Starting from the Role Name
- Thinking About the Impact the Role Brings
- Where to Submit Role Proposals
- Role Proposal Template
- Comments from the Development Team
Role Acceptance Criteria
- Does it avoid significantly breaking Among Us’s “social deduction / Werewolf-like” gameplay?
- If you want an Among Us experience that feels more like an action game, please use a MOD built around that concept.
- Is it not overlapping with existing roles, or something that can be replaced by an existing role?
- For existing roles, see the official wiki.
- Since there are many roles, it’s understandably hard to keep track of them all. If you ask in advance via questions, we can answer.
- Can not only the person with the role, but also players without the role, enjoy the game?
- Roles that are too strong stress other players; roles that are too weak stress the player who gets the role.
- Crew roles whose purpose is to nerf the crew will generally not be accepted unless there is an extremely convincing reason.
- There are truly many proposals that don’t consider how adding the role affects other players.
- (Especially for third parties) Does it avoid heavily disrupting the core “Imposters vs Crew” structure?
- Third-party roles that require the village to “play around them” for a long time are almost always rejected.
- Is it not content that desecrates corpses?
- Roles involving bodies are very likely to violate the rules unless there is a clear, specific reason for using bodies.
- Example: A third-party “artist” whose goal is to decorate the ship with bodies to complete a museum → OK, because that’s their “art.”
Beating a body to pieces to erase it → NG, because there’s no meaningful reason. - Is it not a role from another MOD?
- If you want a port, please submit it via requests.
- “Bad Girl” and similar roles will not be accepted even if proposed/requested.
- Is it not a role themed after an Arujan streamer?
- Roles themed after Arujan streamers are not planned for implementation except in collaborations with Hatchan.
About Responses from the Development Team
Rejected- Given to proposals that are very unlikely to meet the acceptance criteria even with adjustments. Please give up on those.
- If you ask, we can explain what points fail to meet the criteria.
Needs Adjustment- Given when the proposal could meet the criteria if adjusted.
- Please revise the content based on feedback from the development team.
About the Concept
- The most important thing when designing and reviewing a role is the concept.
- As written in the template, the concept means: how this makes Among Us more fun as a game.
- As noted above, what’s being asked here is not only the experience of the role-holder, but the entire experience from start to finish of the match, including the impact on other players.
- At present, very few proposals have this properly thought through.
If this isn’t well thought out, then even when trying to balance the role’s abilities, the adjustments will usually miss the mark. - The most important thing is: what kinds of mind games and interactions arise for everyone when this role is added, and what kind of game experience that creates.
That is what matters most.
Concept examples
Concrete Examples for Designing Roles
Designing Gameplay from an Idea
Spider
- Can set traps
- What do you want to do with those traps?
- Stop the crew’s movement and hinder tasks
- Get kills in good locations
- Based on the above, flesh out the details so it isn’t too strong
- If it can restrain forever, it’s too strong, so add a time limit to how long it can bind
- Make it clear when someone is caught
- If you kill prey caught in a trap, your kill cooldown becomes shorter
- If you can place a trap and immediately kill, it doesn’t really fit the “setting traps” fantasy, so add an interval before the trap becomes active to encourage pre-placing
- Make it visible to third parties that someone got trapped, so players can deduce the Spider from trap locations
- As the tradeoff for the shorter kill cooldown
Starting from What You Want
Magician
- We want a flashy, cool role that everyone wants to try
- If you place markers and, once you enclose an area, you can kill all crew inside, that would be strong, satisfying, and cool—triangles and stuff look awesome, right?
- The markers should look super cool too
- For special-kill types (especially remote), it’s better if everyone can tell it was this role’s kill, so make the screen glow for all players so it’s recognizable
- If you can pull it off, it’s hard to identify the culprit and you can get mass kills, so disable normal kills
- Enclosing the entire map would be too strong, so limit how far apart markers can be placed
Starting from the Role Name
Pavlov’s Dog
- What could be a counterpart to Schrödinger’s Cat?
→ Pavlov’s Dog…?
- Pavlov’s dog is a classical conditioning experiment:
If you ring a bell and then give food, eventually the dog will drool just from the bell.
- What kind of “imprinting” would be fun…?
- That’s it—imprint a kill ability!
- Then the one doing the imprinting would be in a Madmate-like position
- But if that’s all, the imprinted player is basically idle after choosing, so make it so the imprinted side can still win even if the imprinter dies
- Based on the idea that a Madmate can die protecting the Imposter and it doesn’t prevent victory
- Make the win condition simple, like Jackal: after the Imposters are wiped out, win when your faction is equal to or fewer than the crew
- In this case, if the killer dies there’s no path to victory, and it’s hard to “care for” the non-killer, so require the killer to stay alive
- Being alive makes your faction count and is simply strong, but since we want the imprinter to be able to die protecting the dog like a Madmate, make it so if the imprinter dies, the dog’s kill cooldown becomes shorter
- The imprinter shouldn’t be rewarded for shamelessly surviving, so they can’t use vents, etc.
- Some people see it as a problem that after the killer dies, the non-killer ally role becomes idle, but personally I think that’s on you for failing to protect them (Developer No. 12)
- This difference likely comes down to whether you prioritize the task phase or the discussion phase in Among Us
- Which you prioritize differs by MOD creator, so please treat this as the values of No. 12, who handles role review/acceptance for SNR
- Personally, I think it’s fairly difficult to make this truly fun based on this concept (Developer No. 12)
Thinking About the Impact the Role Brings
An Imposter with an extremely short kill cooldown
- A short kill cooldown has many effects: you can kill before the emergency button cooldown ends, you can “get a souvenir” at high probability, and in high-level lobbies, killing before 30 seconds makes deduction harder, etc.
- A lot of kills in a short time is very stressful for the crew.
- Therefore, unless it becomes correspondingly easier to narrow down suspects, or the killer has a major downside, the village perspective becomes hopeless and the game becomes unfun.
- Keep in mind that it needs to be “worth it”—e.g., if mass kills happen, it should be easy enough to eject the culprit based on that suspicion.
An Imposter that can use a unique sabotage
- Some Imposters have abilities separate from normal sabotages, such as obstructing visibility or causing their own blackout.
- Unique sabotages are more stressful for the crew than you might think, so they’re generally not a good kind of ability.
A third-party faction with no way to be counterplayed
- Especially for “survive and steal the win” third-party roles, the Imposters and crew need to have some way to counterplay them.
- Otherwise, the game can stall because you can’t end the game if you don’t know whether they’re still alive.
- Also, SNR already has many “survive and steal the win” roles, so unless it’s exceptionally interesting, it won’t be accepted.
A crewmate role that’s too inconvenient for Imposters
- Roles that are obviously identifiable to everyone effectively become confirmed white, which is actually quite strong.
- In SNR, Star is a representative example.
- The key question is: can non-crew roles fake-claim it?
- As a rule, it should not be provable from others’ perspectives, or if it is, it should come with an appropriate downside.
- For example, information-gathering roles often provide information only from the user’s perspective, so it can’t be proven to third parties and can be hijacked by Imposters, etc.
- For example, Sheriff can kill, but Imposters can also kill, so it can be hijacked.
- Since SNR has several roles that can commit suicide, depending on the role distribution, even self-destructing doesn’t necessarily prove the Sheriff is real.
Roles that revive the dead / revive after death
- These are prime examples of extremely powerful abilities: killing is already high-risk, and this nullifies it while also revealing the perpetrator.
- Therefore, they cannot be accepted unless there is a correspondingly strong downside or restriction.
- Even if it’s on the Imposter side, it nullifies the crew’s hard work of finally reducing the number of Imposters, so an appropriate downside is required.
Where to Submit Role Proposals
- SNR official discord
- To access it, you must join and verify in the SNR official Discord.
Role Proposal Template
- Copy the text inside the box below and edit it
- You can copy the text in the box using the button at the top-right of the box
- Since it’s written in Markdown, if you paste everything outside the “boxed” formatting as-is, it will be posted in a readable way
- Due to the security bot in the SNR official Discord, repeatedly reposting or editing may result in a timeout
Draft your text in Notepad or another text editor beforehand, then post it
Template
### Role Name
- ~(Japanese name)/(English name)~
### Intro
-
### Role Color
- (Write using either [~ family] or [RGB], and delete any items that don’t apply)
- Red family
- Orange family
- Yellow family
- Green family
- Light blue family
- Blue family
- Purple family
- Pink family
- Brown family
- White family
- Gray family
- Black family
- R: , G: , B:
### Faction
- Imposter faction
- Third-party faction
- Crewmate faction
- (Delete any items that don’t apply)
### Concept
- (Write how adding this role makes Among Us more fun as a game)
### Description
- (Write a short overview of the role to be shown in-game)
### Win Condition
- (Required for third-party roles. For Imposter/Crew, delete if there are no special conditions)
### Details
- (Detailed explanation of the role, ability details, inspiration/source, etc.)
- Ability x_Passive: **Ability name (optional)**
- Passive/automatic abilities go here (e.g., Bait’s self-report)
- Ability x_Ability: **Ability name (required for button-press type)**
- Abilities activated by some operation go here (e.g., Wave Cannon’s Wave Cannon button)
### Settings
- Setting name (for numeric settings)
- Default: (Min: , Max: , Step: )
- Setting name (for ON/OFF settings)
- Default: [Write either ON or OFF] (ON/OFF)
Comments from the Development Team
- You can tell whether someone has really thought it through just by reading it.
- Roles that are just a rough shape of an idea are rejected in most cases.
- As stated repeatedly on this page, there are truly many proposals that only consider things from the role-holder’s perspective
When proposing a role for implementation, please think—however imperfectly, even just a little—about the impact that role will have.