@Apos said:
I love this a lot, but I think the biggest problems will be in auditing to keep consistency and making sure all staff is on the same page, though I'm sure you know this.
Absolutely. You'll notice the entire game is geared toward not only having a small staff bur protecting them as well. Both parts are really important.
If staff is large forget about having them all on the same page; politics will rear their head, communication becomes yet another tough task to be handled rather than a given and of course you have to make (more) compromises in recruitment.
If staff is small but you don't protect them via automation, approving spends, judging backgrounds in CGen, having to decide on character ranks and parenting players then they will burn out. The pie has to be smaller (and more delicious) if you have fewer people onboard.
- ( 3, 6, 8 ) Characters decide their own groups' composition. Status-weighted votes determine ranks, positions and membership. To facilitate early game launches NPCs are set in place who can be voted out or competed with as normal by PCs. Conversely that means there are no protections for IC actions; highly ranked characters are bigger targets who may be eliminated in the same way as NPCs. Staff only audits this process to ensure OOC behavior remains civil and, to the extent it is possible for them to establish, that no OOC means or information were employed.
Good, and my preferred method, but you must make sure the means of removal of the barely active are very accessible to players. I'd say players that get a title/position/whatever and then idle out and stifle all RP around them are more common than the players that are big contributors to activity in a game. If you don't have good means of players doing this themselves, you could be dragged into endless GM'd pvp arbitration that leaves everyone unhappy.
That's a good point. Do you have a mechanism in mind for pruning the trees in organizations like that? It would need to have at least some safeguards versus clique takeovers ("me and my five buddies who created yesterday have decided y'all are in the way, so bye-bye") but allow for inactive people to not form glass ceilings.
Extremely good, but to be frank I think most MU admins are way too soft a touch and not even close to ruthless enough to really do this. You see posts about giving people MONTHS of second chances for a wildly disruptive player. You absolutely will not have time to run things if you administrate like that. If someone is disruptive, you need to show them the door immediately. No second choices, no long debates. Nothing. They have to just be gone and that's that and deal with the angry threads here calling you hitler. I believe you can't get away with any less and reasonably run the game.
Again, having a small staff helps there because you can assume you have the others' backing. Remember, this is a yes-first game for IC things; you trust your players to play. That doesn't limit your authority as an administrator to remove problematic players - indeed in some ways it increases it because you don't have to squander your players' good will by giving them unnecessary "you can't do that"'s over and over again; after all the weird shit you allow in the name of creativity when you do step in it means something.
... Or that's the theory, anyway.
Very sandbox-y, I think you might be underestimating the amount of disruptive concepts you have to deal with. Also the whole 'check to make sure if they are thematic' might have a really wide interpretation among staff which will lead to a lot of debates, and can be around something like, 'Is a troll playing a graphically sexualized character that some players find offensive worth removing or not'. Either answer will probably have some players leaving, and is a stark reminder you really can't please everyone. I'd decide early on which you want to keep rather than have a constant unhappy attrition there.
What I was thinking of in terms of 'being thematic' is stuff you could find on the wiki in a FAQ. Nothing subjective. In other words your example would have absolutely been fine - it's not staff's job (in the context of a yes-first game) to step in there, but they would if someone rolled a Jedi in a WoD MU*. Or tried to be a former <X> who is now <Y> (an Awakened Mage who is now Kindred). In other words all I'd be expecting them to catch is the really out-there shit, not variations of character concepts based on taste.
Your players will have the tools to isolate and ignore anyone who disrupt their sessions, it's the responsibility which comes with the power you bestow them. Trust them. And hope it's returned.
Very good but again I'd be ready for a lot of casually thematic breaks. This is not so bad if you want to have a sandbox, which is fine, but there will be a whole lot of descriptions which are inherently contradictory to other things and describe impossibilities. Imo I'd write a desc guide that specifically informs players of good practices, so you don't have multiple people trying to describe their location as the best X, the only X, whatever.
Even if that happens (which I don't expect to too much) it's an acceptable compromise. I mean sure, yes, someone might write up a bad as being 'the only one in town' but what does that really, truly hurt? If it's not it's not, players can still figure out where other watering holes are. The flipside of it - not needing staff to have to set it up, check up on it, players to read long guides and have to figure out even more arcane commands - is well worth the tradeoff, IMHO.
To be honest the building part to me are more of an example for something we can chop off which has been a staple of MU*ing forever rather than anything important. It's not. But if we're to examine our practices we should look at things like this and wonder if they're really worth it. The least 'work' a game includes the more benefits we yield from it - and in this specific case, we can still leave it to players who like setting this stuff up to do so. I'm not proposing we remove the commands themselves, just to not require them all to be set. Just... let go. It'll be okay.
You know what I mean?