The Great Byn Massacre of 2014, or, Staff Clan Manipulation
Dec 18, 2014 23:16:16 GMT -5
sirra likes this
Post by Deleted on Dec 18, 2014 23:16:16 GMT -5
So, I played a merchant with a combat subclass in the Byn about a year ago, starting about now.
It it was a small group with two sergeants, but one was inactive. Fortunately, the single sergeant was around a good bit.
When I started there were a few characters who had lived a while, and quickly the clan seemed to explode with growth, attracting not only lots of players, but lots of players who /knew how to fucking roleplay/. I think these good players were attracted to the Byn because of the chemistry they saw in the clan at the time.
So, by late Winter, the Byn was huge. It was so huge and successful that the imms designed an extremely deadly RPT meant to cut the population of the Byn down. But I'm getting ahead of myself with this talk of the "Byn kill off" plot.
Members of the Byn were discussing breaking off and forming a group by renting a warehouse but were written off because "they were just Bynners," nevermind the fact my character spoke Cavilish. So, whatever, we were bummed but decided to focus our efforts on enhancing the Byn in a way that might carry over to an independent scouting organization at some point.
Harar was hired by Koman to make a scouting aba akin to the Byn military one, and it was completely changed from the original submission and my complaints were curtly brushed off.
So, since there was no real "out" from the Byn, we were forced to use apartments... And it was just really tedious, even with the staff implementing apartments above the Gaj at that time.
What would have been good instead of a "Byn kill off plot" and apartments above the Gaj might have been something to better facilitate that really great group of players on their endeavors to form something of their own, instead of putting up barricades at every step of the way.
Eventually, partially out of frustration, and partially out of taking a new job, my interest waned, because it was clear that no one was helping transcend anything beyond the Byn.
Instead of killing a bunch of PCs for population control's sake, that interest in combat characters with a mercantile element could have been supported and allowed to form a splinter group.
There seems to be a lot of red tape around these new clan structures, but I'm sure invisible penalties like calling the amount of members, and not so invisible ones that once the founder dies, the whole thing goes to shit, because the contact is exclusive to one person by OOC design to make clans more readily fail. For there to be a successful clan rise up, there needs to be a dedicated core who can carry on the mission if one or more founding members die, but the current situation is that, if the founding member dies, the whole thing collapses. Not very encouraging or different from less systemized, informal clan arrangements that we already see occur.
The tendency to corral players into certain clans and limit population caps in order to artificially steer players toward imms /think/ they should be interested in doesn't seem the way to go, especially when it goes against what a group of players are indicating they want through the popularity of their actions/group.
It it was a small group with two sergeants, but one was inactive. Fortunately, the single sergeant was around a good bit.
When I started there were a few characters who had lived a while, and quickly the clan seemed to explode with growth, attracting not only lots of players, but lots of players who /knew how to fucking roleplay/. I think these good players were attracted to the Byn because of the chemistry they saw in the clan at the time.
So, by late Winter, the Byn was huge. It was so huge and successful that the imms designed an extremely deadly RPT meant to cut the population of the Byn down. But I'm getting ahead of myself with this talk of the "Byn kill off" plot.
Members of the Byn were discussing breaking off and forming a group by renting a warehouse but were written off because "they were just Bynners," nevermind the fact my character spoke Cavilish. So, whatever, we were bummed but decided to focus our efforts on enhancing the Byn in a way that might carry over to an independent scouting organization at some point.
Harar was hired by Koman to make a scouting aba akin to the Byn military one, and it was completely changed from the original submission and my complaints were curtly brushed off.
So, since there was no real "out" from the Byn, we were forced to use apartments... And it was just really tedious, even with the staff implementing apartments above the Gaj at that time.
What would have been good instead of a "Byn kill off plot" and apartments above the Gaj might have been something to better facilitate that really great group of players on their endeavors to form something of their own, instead of putting up barricades at every step of the way.
Eventually, partially out of frustration, and partially out of taking a new job, my interest waned, because it was clear that no one was helping transcend anything beyond the Byn.
Instead of killing a bunch of PCs for population control's sake, that interest in combat characters with a mercantile element could have been supported and allowed to form a splinter group.
There seems to be a lot of red tape around these new clan structures, but I'm sure invisible penalties like calling the amount of members, and not so invisible ones that once the founder dies, the whole thing goes to shit, because the contact is exclusive to one person by OOC design to make clans more readily fail. For there to be a successful clan rise up, there needs to be a dedicated core who can carry on the mission if one or more founding members die, but the current situation is that, if the founding member dies, the whole thing collapses. Not very encouraging or different from less systemized, informal clan arrangements that we already see occur.
The tendency to corral players into certain clans and limit population caps in order to artificially steer players toward imms /think/ they should be interested in doesn't seem the way to go, especially when it goes against what a group of players are indicating they want through the popularity of their actions/group.