Aug 7, 2015, 1:12 PM

@Miss-Demeanor I find the idea of hard separation between staff and players to be a regression.

I haven't staffed ever since I was on TR; that's partially because I dislike the limitations that poses me (suddenly all my characters are 'staff alts') and because I don't need to be in order to help the games I've been playing. If I had been staffing on SHH I wouldn't have ran a different plot arc - I'd have done the exact same one. I wouldn't have spoken to Ruin less or more about it for brainstorming - I'd have done it for the same amount. On Eldritch I'm arguably running a story that's even more drastic in how it affects the overall spheres that it touches than most staff plots, yet I never felt @Eerie whom I ran it by felt it should had its scope limited.

Now, when it comes to systems, everyone can come up with their own. As @Coin says, and I agree, ultimately a game-runner runs the kind of environment they see fit and that's it. However by bringing it to these radiant forums it's all going to get debated anyway, which is what (I hope) we're doing bringing our own ideas, points of view and methods to the table.

My method is this: Define a goal then figure out the most efficient system that achieves it.

If the goal is to generate as many thematic stories of high quality and offer them to players then I don't agree what is being discussed here achieves it. There is too much red tape in the way (it sounds a lot like players would need to jump through hoops to run plot with a potential sphere-wide impact), arbitrary divides between staff and players (which are unwanted in collaborative gaming since they generate an us-versus-them culture), treats symptoms rather than causes (staff-alts run plot to get the same rewards as players is viewed as a problem, rather than than that the restriction is artificial in the first place, but without a benefit towards the system's initial goal), etc.

Now, you can say that this is what you want to do anyway and ... I got nothing. Fine, okay. But if we're still debating it then I must point out that what's being described here essentially comes down to taking TR's failed approach of handling plot, one we've moved on from since in newer games, and over-regulating it in order to patch up its side-effects. It won't work better in doing what it's supposed to do, and arguably it'll do worse.

To justify it, we're invoking arbitrary definitions of staff ethics. It doesn't add up.