@faraday said in Heroic Sacrifice:
So I think you'll get more success just by trying to attract the scattered folks throughout the hobby who are already craving more of a story environment than by trying to bribe people into playing a completely different style of game than the one they want to play. As @Lithium said - find like-minded people and cater to them. Even if, as with TGG, that's just a small group.
I think this is a given, but the thing is that the kind of playerbase you advertise for isn't necessarily the kind of playerbase you'll get. The 100 for example is a brutal survival setting filled with culture-clashes, war, genocide, criminal protagonists, and the oft-repeated phrase 'there are no good guys', but the MUSH version of it mostly had people who really wanted to establish peace and play moral protagonists. It was, through no fault of its creators, a very mushy version of the setting it was based on, which is why at some point I walked out. (Side note, is anyone else ultra excited for Season 5 airing tonight?)
Any game can state its ethos from the outset, and you can proudly trumpet ICC = ICA until you're blue in the face, but ultimately it's the game designer's responsibility to cultivate the player culture they want. If the design doesn't support the ethos it's trying to achieve, no amount of asking people nicely is going to change that. @arkandel is quite right in that if you're telling people that it doesn't matter if you win or lose, but you're only rewarding winning, you aren't going to get the results you want.
So absolutely, I will look for like-minded people, but I'll also look for ways to encourage and reward that like-mindedness, to ensure that it sticks, and doesn't change when people invite their friends from other games or people join the game with preconceived notions from other game-cultures they've been involved in. Besides, there's a minimum and a maximum people can do in any situation: the best and worst fits can still be coaxed towards the higher end of their natural range if the environment provides positive reinforcement. That's all I'm looking for.
@arkandel said in Heroic Sacrifice:
What do you get for being successful on such a game? Oh, everything. You have access to exclusive scenes, for starters; there are plenty of "high council meetings" in MU* to the point it's almost a separate trope for them, where the Duchess and the Count meet their peers to share secrets and make decisions. You are among those who get the spotlight in public scenes, who are invited to social events and are bestowed the cool ranks.
You don't get those - as a rule - for failing. It's not a matter of attributes and dice pools (or at least not exclusively) but rather the fact that it reflects how real life works; politicians, business people and generals don't advance in their perspective careers because they are challenged but because they beat those challenges.
I don't see why it has to be this way. If you fail and your character ends up in jail, they could still have a very cool scene where they're brought before the high council and interrogated about their crimes, who they know, etc. They could be bribed to betray their friends, thus being turned into a double agent who has regular meetings with important NPCs trying to blackmail them or extract information.
Story, even spotlight, isn't contingent on winning or losing. In fact I think that when people think of a character like Wash from Firefly/Serenity, his two most memorable scenes are: A) goofing around with toy dinosaurs; B) dying horribly. His legions of fans prove that a suave, successful sexpot isn't necessary to portray a great and deeply beloved story, which is the ultimate aim in designing this kind of system.