@Groth said in PC antagonism done right:
@Tinuviel said in PC antagonism done right:
@Bobotron The massive staff overhead suffered by RfK was due, in perhaps small but not inconsiderable part, to the behaviour of the headwiz. Without her it would have taken a fair slug of work, certainly, but at least they'd be able to get the work done without her going over everything to ensure it fit "her vision."
No, the staff overhead suffered by RfK was almost entirely caused by the fact it was originally conceived as a game run by the book as much as possible, including the LARP rules. However as the game grew more popular it became increasingly obvious that those rules scaled poorly and were not a great fit for a MU* environment meaning that a complete redesign was necessary designed for the MU* context from the ground up, however this is difficult to do when you're buried under the work of actually running the game.
This is one of those things I've written about and ranted about for ages. A system designed for probably 12 people tops around a table, which would be a really big tabletop game... does not work for a MUX. It won't. The overhead is far too high. A 12 character MUX would be tiny. Could still be great! But it's tiny for a MUX. Even smaller games tend to have at least 2-3 times that.
) involved having an enemy's residence declared a historical landmark and had the city claim it to gain access to the building without invitation, for instance. That was great to see make it on screen as a great social mechanic in action, and it stands as an ideal example. (Sure, it was 'gain access and then full steam ahead on the murderboat', but it's still a neat example of something we rarely see on screen or in games.)