@arkandel said in The Desired Experience:
@sunny At that point the Prince (or whoever) should probably not be a regular PC. Make the bit staff-only - a glorified NPC.
Then the issue is solved since when a scene is warranted the character is available. The drawback is making sure staff keep track of what they are doing with that bit to make sure they don't contradict each other when the staff member behind the Prince changes.
I mean yes, but that's an entirely different conversation. The point is that the bottleneck is the problem, and the expectation that the leader PCs have to be available for your trivial bullshit is the problem. You shouldn't need the prince (sheriff, deputy, count, baron) to advance your story, and if your story can't advance because you can't get access to <insert key character here> then that is a design failure, not a failure of <insert key character here>. Whether they're a leader PC or not.
The reason you (general) can't get and keep a good Great Pumpkin player long term is that you make them far, far, far, far, far too responsible for the fun of other people, and there's a community problem with expectations and availability (see: geek social fallacies).
Think of all of the reasons you come up with as to why the Great Pumpkin has to be accessible to more than four people.
Now, think of other ways to address those problems, that don't involve making the Great Pumpkin do things that they're not really into doing, don't make them log in on their vacation, remove their ability to take a break.
NOW, you have begun to address this issue with game design, rather than foisting it off to something that will, 100%, lead to the burnout of the very players you want to keep.
It's completely possible to address this as staff instead of passing the buck, but many mushes absolutely refuse to do this and instead go 'well if they want the benefits of playing one of these characters, they have to deal with the responsibilities, too'.
News flash: if you think playing a leader PC is more benefit than it is a headache for any halfway reasonable, responsible player who is capable of doing a good job? You're dead wrong. The mythical "but you get so much RP! people beat down your door!" seems to completely forget that what you get is twelve peoples' worth of TRANSACTIONAL RP (where they are getting something from you), and it uses up every shred of the time you had, leaving NOTHING for non-transactional RP, let alone PERSONAL RP (do that too much, and people start bitching about your sandwiches).
We have learned on MANY occasions that making rules that punish the GOOD PLAYERS because of the actions of a small minority is a really bad idea. Yet, this is the same thing.
You are burning out or making ineligible the very people who you MOST want to have in these jobs, because they have lives, families, jobs, and things going on in their life that aren't the game. The people who can literally spend 24/7 on the mush are almost always (not always, but almost!) the people that YOU DO NOT WANT in these roles. You want people who take a measured approach OOC, are patient, and have a healthy perspective on just how important pretendy fun time is (see: both vital, and absolutely useless, at the same time).
They don't take the game too seriously. <--- this is key. If you're spending the bulk of your hobby/free time with a mush, with a specific game -- if this is your only outlet for the RPz or your only hobby, you are by the nature of brains going to take it REALLY seriously, and little problems (if you can't explain whatever it is over coffee with a non-RPing friend, it's a little problem) become HUGE.
But stringent activity requirements and rules about leader PCs interacting with the people they're responsible for...self-select AWAY from people who don't take the game seriously.