tehkory wrote:Beornings and Hillmen are enough alike that the point doesn't need to be belabored. They're nigh-indistinguishable.
I'd heartily disagree with that on a ton of levels. There's not even a good basis for comparison at all, really, but the two groups are actually very different from one another in my experience. I'm really pretty surprised to read you making that assertion, since most of everything else that you posted is, at least, thoughtful.
bjg2k1us wrote:What do you do to make sure the next batch isn't immediately overshadowed by whatever curveball the players throw you?
I think that this is a real lesson to be taken away from ALPHA by staff. The starting clans were (still are) relatively poorly documented. If you have central clans (like the Lodge or the Guard), they are going to inspire players by being inspiring to begin with. You really gotta pull out all of the stops with clan design, because players are hungry to be inspired by you. It does become problematic when these clans sort of just become an after-thought, but what's done is done and the game is moving forward.
Nezerin wrote:I have to say that I really like Icarus's post/proposed solution to the problems discussed. So I'm not going to flog a dead horse about how unfair the things he talked about are.
I will say on the plot focus though that if the reason is that the hillmen have more 'hooks' for the staff to use for plots then someone did something wrong in the design of Utterby that needs to be fixed, since as we all know this is just ALPHA. After all, why are the normal players who don't have special apps stuck in an area so boring that staff can't even come up with an idea for a long plot?
I wouldn't assume that Utterby is too boring to have plots. I've seen several there. What is needed are more RPAs and more plots all around.
I'm going to let you in on a secret I learned early on when playing RPIs - one that was re-enforced by my long time of running RPIs and RPAing. The best "hook" for a staff looking for players to connect with via plot is a nosy, thinking, proactive player. A player who petitions and says, "Hey, this room says that there's a bloodstain here. What can I see about its shape? Color? How fresh is it?" A player who looks to get involved by creating plots of their own and immersing themselves in even the smallest things offered to them by an admin and other players.
It's a two-way street, and there is a certain art to helping RPAs hook into your character that I promise you are in control of no matter what area of the game that you play in. Players are capable of inspiring RPAs, and RPAs need
that inspiration to do their job. The more RPA time spent on plots, obviously the more likely anyone is to find a hook.
But it all begins with player proactivity, which is the life-blood of any RPI.
All-in-all, I just find it very unfair that so much drama is being stirred up over this and incredible accusations are being leveled at what is a very fair staff.
As Krelm mentioned here and elsewhere, changing PCs's stats, boosting their skills, giving them over-powered equipment - those are major issues that affect the balance and fairness of the game. The level of abuse and cheating and literal theft of people's money and many other things that were commonplace for the last generation of old SOI administrators ... these were big deals. The difference is, maybe, that the old Staff just banned you if you talked up, and this staff is probably too nice -- if anything.
Back to the original point:
The degree of separation here that seems to be at the heart of the issue seems so much smaller than other instances from the past that didn't receive half of the outcry (albeit, largely from the same small number of players):
- The Vok.
- The Lothlorien Elves/Rangers.
- The Ration Factory Coalition.
- The Battalion of Eradan.
- Heren Carnatalion.
- The Twisted Eye.
- The list could go on and on.
In short, some of the greatest clans I've ever seen in an RPI, and every one of them more "supported" by staff than any clan is in SOI's current incarnation.
What is it about us, as a Community, that we have to constantly force ourselves into an "us versus them" mentality? I just don't get why people can't play the game, tell their stories, and do stuff
. There's a time to take a stand against the man, but it's not always
time to take a stand against the man, and there's not always a good
Like Icarus said, the staff are figuring things out; personally, I think things are getting better over time on most fronts, which is what you want from a fledgling game. Give them some breathing room and help them. Help them by being proactive, by showing more good faith, and by not going out of your way to admonish them at every turn.
At least, that's what I'd like to see come out of this, player-side.