@testament said in Blood of Dragons:
I admit I'm slightly surprised that people are still playing it, given what's already been said, at length, about it.
Strange, isn't it? Or could it be that some things that have been said simply aren't true? And that other things that have been said are things that some players actually like about the game?
It is not for everyone. If you want to be able to destroy or create new Houses, assassinate the king or otherwise change the course of history, it is not the game for you. If you think that everyone should be able to play an unusual concept (female warrior, skinchanger, a character from outside Westeros, etc) to the point where you are likely to encounter one in every scene, then this is also not the game for you. If you want to start playing right away without going through an approval process, then it is only a game for you if you're willing to play a pregen.
But we have been told on many occasions by players that they appreciate that we are strict when it comes to keeping the setting canon and believable and strict when it comes to character approvals.
Though, yes, as @RizBunz said, +jobs sometimes take too long. We always try to give first priority to approvals, but since it is just myself and Balerion doing those, if we're away or busier than usual IRL, lapses happen.
@misadventure said in Blood of Dragons:
It does bring up the interesting topic of player agency versus anything that seems to be in the way of successfully expressing that agency, eg
- knowledge of the larger picture (staff knows more than players)
- inflexibility in story (staff can't or won't try to arbitrate results outside a slim range)
- obscured or unstated means (staff know how to do things and how much you need, players don't)
- a desire for a clear outcome (player actions, like RL, will often produce muddled results)
- it is unclear what are acceptable outcomes and tradeoffs for players (would you be willing to have your House destroyed because you didn't commit enough to a goal, or were outmaneuvered, or would you always suspect railroading, favoritism, or players with more time than you, more friends etc)
Those are some very good points and some of them are tricky to work with. I can readily admit that we have had issues with making it clear to players what they can achieve -- those players who are happy to ask a lot of questions often get a lot of things done, those who are less forward find it harder. The most successful players (in terms of getting plots approved and achieving things for their characters) are those who look at the road map we have (aka the known history for the period) and see how they can work within it.