@pyrephox said in The Desired Experience:
I tend to think the ideal MU* structure player-side tends to be a large number of smallish Sandwich Clubs with some overlap.
I feel this is a manufactured model that we, as players, have been gradually taught to follow. Many tabletop RPGs are party-based and that has introduced the 'Sandwich Club' as an integral part of how we play. World of Darkness games are notorious for this since in some spheres literally the first thing most players do is search for a pack/cabal/etc. Lords and Ladies similarly follow a similar paradigm as they integrate into factions (Houses, etc) to play politics.
I think Sandwich Clubs tend to get toxic when they start trying to police who people play with outside the group. Either by outright 'I won't play with you if you play with X' or the more subtle (not MUCH more subtle, but...) attempts to monopolize playgroup members, or egging them on to criticize people outside the group (so that they can later go back and tell those people oooooh look what X said about you and isolate the club member further).
Frankly I think this is a symptom of toxic people rather than the model itself. It's a perfectly human trait to want to be included, play mostly with your friends or like-minded individuals, etc. But leveraging that to exert pressure on other players to get your way or exclude specific others is a whole different ball game.