@surreality said in The limits of IC/OOC responsibility:
I honestly think 'gatekeeping' positions IC are bad news for a game, period.
+100 for this. The only reason we're having this discussion about an "appropriate" level of IC/OOC responsibility is because games persist in giving players IC/OOC responsibilities that prevent other players from playing without their permission. This is not at all necessary, and IMHO it's very detrimental to the game.
In a Wild West setting, the sheriff is a gatekeeper. Make them a NPC and let the players be deputies.
In a military setting, the CO is a gatekeeper. Make them a NPC and keep everyone on an even playing field rank-wise. (TGG was the first to do that, and I've done it on BSGU with good results.)
Players in my experience are far more willing to "beg forgiveness rather than ask permission" if they're dealing with a NPC leader rather than a PC one, as long as staff doesn't bash them with a micromanaging hammer.
Yes, it's super dooper amazing when you get a player who's able and willing to be a great IC/OOC leader. But I really think it's time we stopped designing our core game concepts around ideas that only work when you're lucky enough to get a rare unicorn to play them. Then people can just relax and play without worrying about devoting X hours a week to administrivia (IC or OOC). Then this idea of "responsibility" falls away for everyone who's not staff.
(You can't get around the IC relationship issues when people stop playing, but that's a different beast. Unless you're a roster game forcing marriages on people, they chose to be in that situation. They can sort out how to extricate themselves from it.)