# Revolutions
Monkestation has disabled Revolutions for being a pretty LRP gamemode with messed up and confusing escalation, but it's also one of the best gamemodes SS13 has to offer, and one of the oldest too.
So what can we do to make a revolution possible without losing the fun of it?
My idea: Departmentalization.
The people you see the most in a round is your own department, the head of staff you see the most is your own boss, let's take advantage of that, yeah?
## Current issues with Revs
1. It progresses too fast, command personnel get picked off and no one knows what to d. The station turns into Security vs Everyone else.
2. Post-revs there's no one to manage anything, everything remains chaotic and the round can't run normally to combat progression antagonists from destroying shit.
## New Revolutions
1-2 department(s) (Engineering, Cargo, Science or Medical) gets a headrev, and can only convert other people from within that department. The end goal is to overthrow their current head of staff, if the headrev gets the Silver ID it will automatically turn into their ID and count as a victory.
Upon winning, they get the ability to convert one person from any department into a headrev, then their department becomes more of a background help to the newly revolting department. This will continue until every department has overthrown their boss.
Once all departments with a head of staff has overthrown their command member, the HoS and Captain (which should be the last 2 remaining heads of staff) will be fired & blacklisted from defibrilation for failure to contain the station.
Any action here is up to the players, but this is practically the end of the revolution, now the station has to pick a new HoS & Captain to keep it running, or hunt down the old ones if they refuse (Security can individually choose to side or not to side with the fired personnel).
### Benefits
1. New command personnel are selected to handle the department
2. Departmental revolutions are more contained and less chaotic, gives space for the parties involved to get some level of enjoyment out of the situation.
3. Allows non-killing endings, CMO giving up their position will fire them but not kill them. They can choose to continue fighting with security to contain the revs and get their old job back, too.
### Downsides
1. A fair bit more complicated than old Revs.
2. A lot slower paced and potentially easier for Security to deal with, which would be quite sad for a high-threat antagonist.
3. People don't tend to play RD/CE much, and lacking command personnel completely excludes the department from particpating in the events this antagonist brings forth. What should they do instead, or how could we involve them in the events? We could put a requirement to have a Captain+HoS+HoP+1 other Command member, but it doesn't stop the exclusion of these departments.
4. Maybe too under-chaotic?