@Arkandel said in Fallen World MUX!:
But that's what I meant before - I'm not convinced mandates on the number of alts achieve the goal of people investing in their characters like we do simply because that's not how other people necessarily like to do it. Not everyone is enlightened like we are.
Investment isn't the only reason for a restrictive alt policy. It's also a matter of roles. Games where all the available "roles" are filled by a small minority of players who have 3-10 alts each are considerably less welcoming to new people, and more stagnant, in my experience, than games with much more restrictive alt policies. Personally, I love games that are one character only, largely for that reason. Also, because I like playing with different people, and it does actively bother me when the "fun new person" I've met turns out to be Yet Another Alt. (I have also been kinda stalked in this way, with certain other players taking every character type I thought sounded interesting to play off of, creating an alt, and then approaching me with the character without being honest about its altness. Largely, as far as I could tell, to keep me from playing with people other than them. It was kinda creepy.)
It also helps to keep staff load more efficiently aimed at making things fun for the largest group of players possible, when newly approved characters are definitely new players. You can more easily address issues of plot and activity by directing plots to different classes/factions without having the same players (with alts in every faction) taking over every plot or dominating every faction. It also helps (does not STOP, but HELPS) the character-explosion staff-burnout factor, because at least when you only add a character (and thus the work associated with that character) when you have a new player, rather than one enthusiastic player creating and putting in work for 5 characters.
It did work really well for RfK, and I think that the way it forced people to engage with new players was a part of that. You could not just make "you and your buddies" RP spheres in every single covenant and keep to yourselves. Instead, because every new character was a source of IC power and was less likely to have been made "just to play with my friends in this covenant", you really needed to reach out to new people, and figure out how to play with them if you wanted to fully engage with the game. That was an important part of the game's success, I think.
I mean I know people who want to try a couple of different things - they like say, Demon but they also like Werewolf. They have friends in one sphere but they also have buddies in another who're looking for a packmate. So either way they'd need to give something up or they'll scratch the extra itch somewhere else as well; does it truly matter to you if the awesome RP partner you ran into is distracted because they're playing another character on the same MU* or on a different one? Hell, the character you ran into might be their second alt - meaning if the game didn't allow for it you wouldn't have met them in the first place.
It matters to me! Because if they're "scratching their itch" in two+ ways on THIS game, then that's one (or more) fewer roles for awesome new people to fill, and ultimately, fewer people for me to play with. And, hell, if we're honest, it's a lot easier to avoid a player who you just don't play well with, if you only have to know about their one character, and there's little chance of them trying to create a secret alt and cozy up to you. And yeah, it means that you might not have the opportunity to play with everyone who looks interesting (there were some people on RfK who I really would have liked to play with, but couldn't because of IC circumstances), but "more people to play with than I can" is a GREAT problem for a game to have - and you can mitigate that somewhat by facilitating a positive and interactive OOC culture.