@faraday said:
@Arkandel I think your goals have too much methodology built in, and that's what people are objecting to.
That's a fair point. And there is overlap in there.
- "Audit don't approve" is a big turn-off for me. All games have an unspoken rule that totally crazy things will be retconned, but saying it like this makes it sound like "we have limits but we're not going to tell you what they are until after you exceed them." That's going to make me very leery of running plots for fear of retcon.
The idea there is simple. The vast majority plots are fine, staff should only intervene if someone fucked up big time. So unless we compromise the principle of removing bottlenecks by letting players do their thing and only stepping in if absolutely needed, how would you ensure things which are quite out-there or unwanted don't become part of canon?
For example yes, your concern would be perhaps valid if staff has been known to be trigger happy about their audits, but it doesn't strike me as likely that trigger-happy staff would pick this philosophy to run their game under. And while there can be a more or less comprehensive list of Things To Not Do on the wiki ('don't burn down the entire city in your plot',) it's unlikely every single really out-there idea could be preemptively mentioned.
I don't think it's fair to say I'm being closed minded about this (which doesn't mean I'm not, naturally I wouldn't think that's the case
), but I like the idea of having control mechanisms in place meant to be used rarely to prevent extreme cases. As noted in the initial pitch, trust should go both ways; players are trusted, but so are staff. In a way that's the only way any game can truly function well. So if staff has to step in once in a blue moon to find a compromise the players involved should give them the benefit of a doubt and communicate to figure it out.
- Having "yes first" as a staff mantra to encourage staff to be open-minded and allow players to steer the game is not so bad. Advertising a game a "yes first" opens yourself up to all kinds of bizarro player expectations and entitlement issues, as others have already said.
It does. But nothing is free in design. You pay something here to buy something there. What has to be decided is if the tradeoff is positive.
I'm not saying my ways are perfect. Every system has pros and cons. I'm just saying that clarifying your actual goals may allow you to consider alternative methods.
See above - I'm agreeing with you on much of this. I certainly don't think the proposed system is anywhere near ready - that's why I brought it to a peer review. I don't mind things being shot down as long as we try to build them back up afterwards.