@Cupcake said in The 100: The Mush:
When you log into a game, isn't it with the expectation of playing within the theme, i.e. the vision that the staffers have put into play?
Yes, unless the theme described by the staffers is not the same as the theme they are actually cultivating. That is a completely different aside.
I am not suggesting that staff dispense plot to non-active players or not dispense plot to the pro-active players. That's not in my analysis because that's not what I'm getting at.
What I am trying to communicate is that it is a dangerous mentality for staff to cater to any group of players. While there is an expectation for staff to work with players, staff should be expected to cater to the game.
Let's take your suggestion and play it out. Suppose the theme of the game is going wildly off-track. Suppose you go to staff and point this out, and they were to respond that they are catering to the players who are pro-active and working with them. This seems sensible, but remember that the game is going off-theme; you know it, others know it, but staff are not doing anything about it. Because they are catering to the players.
It's not about a cult of personality. That's not precisely how Spider or the Ham Clique worked. They inculcated others -- specifically staff -- into catering to them because they were active, creating other activity, and cooperating. They appear to be your best players. They become staff to simply help out with mundane jobs. And then, you cannot afford to shake loose of them because all of the plots are tied to them, all of your remaining players are their friends, and they are essentially running your game. That isn't forming a cult of personality; it is the equivalent of a hostile takeover.
Don't cater to the players. Never cater to the players when it comes to your theme and setting. Protect the game. Keep your eye on the game.