@Derp said in PC antagonism done right:
- What the Players Want Isn't Necessarily What They Should Get - I mean, let's face it. We've all felt similar situations before. Just because a kid -wants- ice cream for dinner, because that makes them just the happiest of campers, doesn't necessarily mean it's a good idea. There are lots of unhealthy things that happen if they get their way all the time. The same goes with a MU.
This probably falls outside the scope of the thread but I can't foresee good things happening if staff wants thematic control of their game and can't have it. It's one thing to say it's ran as a sort of sandbox and things are fairly freeform and another to try and run an explorative, adventurous Mage game but end up with hardcore politics on the grid; it's been known to happen, in fact.
Now, what I think a problem is in these cases isn't (only) that many players play to 'win', which leads to white knights and cliques and... all that stuff. I think an even harder issue is that they try to play every game as what they expect it to be - what they've played before elseMU* - and not as intended in the MU* they're actually at.
This isn't solvable with rules and pages on the wiki. It can be helped by having the right system in place rewarding what staff actually wants to see, but the best way to set a direction, pace and ambience for their game is to actually make sure plot is ran that contains those elements. I can write up all the "ugh, so grimdark!" I want but if the actual PCs land in a faerie tale paradise where resources are bountiful and pretty princesses meet dashing noblemen in taverns to flirt then good luck with that.
It's also kind of a hilarious fallacy to expect the exact kinds of players who if asked "so what plot do you want me to run for you?" typically answer "I dunno" to know what themes the MU* should have. They won't. Give it to them, make it fun and it'll work out.
Fundamentally, I disagree that the systems used need to have as little direct staff intervention as possible. I think that staff are ultimately the ones who tailor both the world and the story, and while PCs can do meaningful things inside of it, the 'hands off' staffing approach is really not a great idea for making sure that this sort of things comes to pass.
Staff should absolutely be able to intervene to steer the boat, and I have little love for positions of leadership being taken up by PCs for a lot of different reasons; what is suicidal is having a system in place which requires staff to have a hand in each everyday move made by characters; every snide comment made by hapless neonates or baseborn peasants to their betters.
What I'm thinking for instance, in a very general overview, is a system where each character has a degree of influence on the IC world. Some people have more, others less based on their positions, skills and attributes - it could be political sway over NPCs, judicial power, economic backing, criminal leverage, physical or military superiority, whatever. If that's in place then all you need is carrots for PCs to chase, which can only be achieved through utilizing those kinds of influences - because suddenly you're giving them what I called interesting choices; sure, you could alienate the Elder today to get on the hot blonde ghoul's good side, but tomorrow when you really really want to get your domain expanded to include that new mall (which gives you access to more influence in turn and opens up options for RP in the future) he can back one of your opponents instead. Oops.
That's an example of tangible choices. But the whole game needs to be set up from scratch to support it, it can't just be an addendum on top as an afterthought. Because then yes, you can still be a White Knight... but it'll cost you, man.