@Roz said:
@Thenomain said:
The second is that all new players are introduced to the game. I want to mention the AetherMUX quiz and casual newbie channel again. They also had reccs read by other players, so everyone had a chance to see everyone saying good things about everyone else. The game did not just expect a positive atmosphere, it created one.
I am interested in learning more about this!
I've mentioned this a few times in a few threads, so the simple version:
At the end of chargen, you put a room with a quiz in it. The questions are like:
"Werewolves bite people to determine their supernatural species." (Answer: No.) Or: "Which Changeling Seasonal Court is about Wrath?" (Answer: Summer.)
What this does is determine if the person has been paying even the slightest bit of attention to the game they're applying to. It was easier on Aether because the racial theme files were maybe 10 pages if you printed them all out, 15 if you included the stat system, but it said, "Hey, are you ready? Do you need more help?" And if the player did need more help, they would reach out to the newbie channel, where someone would respond without handing them the answer outright. "Check out this page. The answer's there," they would say.
So we have told the newbie that 1) people on this game will help you out, 2) but they won't hand-hold, and 3) how to use the on-line resources. Really, the more I think about it the more brilliant I think it was, even if most of that brilliance was by accident.
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The second thing was the recommendation or "recc" system. Most of us have seen "recc" systems before, but how Aether did it was like this:
You could always +recc
someone for an awesome scene, but only once per month for that player. At the end of the month, a gathering of ten players (this is important) and one staffer got together and would see all the recc's for a certain character. They would then vote "meh, yes, ohmygodyes" based on the comments people made for that player that month. Based on that, the character would get 0-3 XP (including percentages) based on how their peers voted.
This meant that different people every month would see how awesome people thought other players were. There were the occasional negatives, but since staff could always see who submitted the recc (the peer voting group couldn't), they could advise the current vote group to avoid it or that it was legit.
One benefit is that we always knew what was going on from the player perspective. The better benefit was so did other players. They were always exposed to the positives.
That's not to say that there weren't hiccups and drawbacks, but this system worked exactly as intended as long as it could be maintained. It won't be for every game, or even most games, but it was glorious while it worked.
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And I'm pretty cruel toward systems that don't do what they intend.