Frequency of Play - will we jump the shark?

There certainly is more than one “problem” narrative, and it’s nothing short of point blank fact to state that some of them are directly contradictory (as others have already pointed out, the best solutions to the issues raised by those in Wellington run directly opposite to what was proposed in the OP).

And I can’t wait for the response to the idea that all the materials necessary to run the downtime be actual physical LARP-friendly IC objects up to a Crucible standard. That sounds like more than a little investment right there, and for what, a whole new barrage of complaints about the story people miss out on because they “have to be trapped in the war tent during the game”. Now a war tent in addition to what happens now will be a great addition, but don’t pretend that it wouldn’t also come with issues if it replaced the downtime system entirely with a live option in game only.

I’ve got to be honest, I really like the downtime system and I find it hard to believe that each faction doesn’t have at least one person who also (perhaps channeling their inner boardgamer, strategy computer gamer or wargamer) enjoys it as well. If these tasks aren’t being delegated to those people OOC then why not?

As to an inability to step back, that I can’t help with.

But given that it’s already been admitted that much of the pressure comes from non-ST generated events and RP I’m not sure what anyone on the Crucible team can to to help for anyone who is feeling that way. I’d suggest stepping back anyway, I’ll think you’ll be surprised at how little has really changed at the next weekend game and how easily you are able to engage again. But at least, even if you do have a little catching up to do, you’ll be refreshed and won’t have stood in the way of those who are enjoying the current pace and level of interaction.

The added cost of a wartent is a fair point. I think they will make awesome gaming areas, but you’re right, people may end up being stuck in the tent either crunching numbers or guarding it to stop spies popping in, which may or may not be what people would like to do in game. And the number crunching players don’t always play number crunching characters.

As to the materials needed, a map of Avernas, a map of ones controlled regions, and sketches of what each faction know about each other faction and region would be a minimum. That in itself is a fair bit of work which probably needs to be done by the GM’s. Then on top of that props - there may be a source of cheap miniatures that look good, but that will take some work to source unless someone knows of a place already. Alternatively it shouldn’t take much to cut some out of wood, but that is time spent prop making that could be spent making all sorts of other props - its really down to how worthwhile this is compared to alternative props.

Perhaps one way to run it is to do the downtime actions between games, but then ‘act out’ making those decisions in game, at least for the second phase. Rather than get all the information at once just before the game starts, the results of the second phase are fed to the command staff piecemeal throughout the game, summarized formally after the game as the faction prepares for the next lot of actions.

[quote=“Admiral”]
I’ve got to be honest, I really like the downtime system and I find it hard to believe that each faction doesn’t have at least one person who also (perhaps channeling their inner boardgamer, strategy computer gamer or wargamer) enjoys it as well. If these tasks aren’t being delegated to those people OOC then why not?

As to an inability to step back, that I can’t help with.

But given that it’s already been admitted that much of the pressure comes from non-ST generated events and RP I’m not sure what anyone on the Crucible team can to to help for anyone who is feeling that way. I’d suggest stepping back anyway, I’ll think you’ll be surprised at how little has really changed at the next weekend game and how easily you are able to engage again. But at least, even if you do have a little catching up to do, you’ll be refreshed and won’t have stood in the way of those who are enjoying the current pace and level of interaction.[/quote]

I think you’re right: there are people in each faction that enjoy the grand strategy game that the downtime actions effectively are. If you’re organising the downtime for your whole faction (and as far as I can tell there is usually a person in each faction who is herding most of the cats), then I imagine it’s pretty intense, and I don’t envy them for it.
I think that part of the 365-days play-style, though, is that there’s no real period where Crucible goes quiet on an official level. Come January 2nd, personal downtime actions come back. And even though I just did the actions that were suggested of me, I’ll still get that email, and figure out what to do with it for my character’s story, while writing a flagship LARP and building a character for another campaign game. Same goes for the IC events - they happen, and they do have consequences, and if you miss one, the game moves on. It may not seem like much, but there’s almost a full 24 hours of IC events between the last session and the next one - that’s a lot of time for factions to interact, ally, or declare war. In contrast, 33AR has IC events, but there’s only one between each session, and they serve no plot purposes, or interfactional purposes, so it doesn’t really matter if you miss one.

If, hypothetically, XP were awarded for participating in downtime actions, rather than attending IC events, then there’d probably be less of a feeling of obligation for those events. There’d be one email you received, responsible for advancing your faction and giving you XP, which you could deal with at your leisure. IC events would perhaps have a greater focus on inter-character interactions, rather than political bargaining and moving the plot forward (not suggesting that that’s where the focus is currently, just speculating). There’d no longer have to be a nebulous divide between players that couldn’t make it to an IC event (who get XP) and players that didn’t make it to an event (who don’t).

[Out of curiosity, Admiral, are you player or crew? I only ask because I don’t think we’ve crossed paths, and you speak of downtime actions the way most of the players I know do.]

I’m crew, and one of the things I like most about Crucible is that we have the opportunity to be involved in factional downtime stuff as well.

Well, to the extent that players do anyway (not all of us, but those involved in faction command).

The reason XP is awarded for roleplaying events and not the downtime system is that the latter is an entirely optional add-on which any player can choose to totally ignore and still have a full and fulfilling Crucible experience. And I don’t think that’s changing anytime soon. But that leaves us with a clash between those who think there is too much RP stuff happening between games and those who want more (in different places, but I don’t think that will change the pressures).

And I know for a fact that some Wellington players got XP because there was no day game for them to attend, so as far as I am concerned that should apply across the board and if it isn’t then perhaps that is on the list of “things to be sorted”. Though I still believe that the only answer to that issue is PC generated events in each city, which requires players to stand up and push through.

:frowning:

I’m starting to feel like I have to defend myself now, which isn’t cool. :frowning:

I’ll just continue to say I’m trying to foster conversations about balance, not about what ONE person wants (I’m certainly not saying it should be MY ideal game 100%). And I -have- pulled back but this Christmas was dominated by Downtime stuff - DESPITE pulling back.

I’m looking for ideas for balance. :frowning:

Maybe this thread is just getting to the point of circular arguments now and should be closed. IDK :confused:

This is the nature of a faction based game. I’d recommend making a Hound if you want to avoid this.[/quote]

There’s in game secrets and out of game secrets.

In game are fair enough. That’s part of the fun. To deliberately or accidentally find character secrets out.

But there are parts of the rule set that were made briefly available at the very start, and now are only known about by reference. I am of course talking about templates and Shadow Codex stuff.

Templates were mentioned briefly on Facebook and Google plus. Then almost all reference has vanished. There is a mention of the Shadow Codex on the website. But there is no mention of templates or that you can even talk to a GM about possibilities for getting some Shadow Codex stuff. I’m not saying the Shadow Codex should be released. Of course not. But having templates and mention of being able to ask about Shadow Codex stuff, at the very start of the game, where a few people saw it, and now it not even being a part of the website, is unfair to new players, and to existing players.

One of the things trumpeted about Crucible was that all the rules were out there at first. There was going to be no new effects added. I was fine with that, even though it made the initial rule set huge. I’m totally fine with there being new stuff in the Shadow Codex that can be discovered in game. What I object to is things being made public, and some players having access, and now those things are not in the rule set.

THAT is unfair.

Doing a long post, just because I really have to focus on three other projects today.

I’m starting to feel like I have to defend myself now, which isn’t cool. :frowning:

I’ll just continue to say I’m trying to foster conversations about balance, not about what ONE person wants (I’m certainly not saying it should be MY ideal game 100%). And I -have- pulled back but this Christmas was dominated by Downtime stuff - DESPITE pulling back.

I’m looking for ideas for balance. :frowning:

Maybe this thread is just getting to the point of circular arguments now and should be closed. IDK :/[/quote]

The thread is getting circular, but it’s also quietened down a lot, so I think it’s probably okay to leave it going a bit longer. I hope you’re not feeling blanket-attacked - I want to thank you for starting the conversation here, as I still think it’s an important one to have, even if it’s just a way of raising ideas that the GMs can look at later.

Admiral, I hadn’t realised that downtime actions were a thing for crew as well - that’s really cool, and it definitely adds to the scope of the world. I don’t think we’re quite making it clear how much of a grind this game can be at times, though. I want to attend weekend sessions, be involved in downtime actions to help my faction, and to attend IC events if I can manage it, but not worry too much that that the game will pass me by if I can’t make it. The problem is that right now, doing all those things means watching facebook on Christmas Eve to see when the IC event will be, and then checking in on New Year’s Day to see if downtime results are up. Crucible is a daily thing right now, and the huge amount of it on facebook means that you either turn off notifications (and miss important stuff) or get fifteen notifications a day.

You say that the reason that XP is being offered for roleplaying events rather than downtime actions is because the latter are optional, and that’s true, but IC events are also, technically speaking, optional, and it’s easier to take part in downtime actions, or to delegate a member of the faction to do so on your behalf. I think it would be beneficial for the game to award XP for taking part in downtime actions, rather than attending IC events, because it offers a blanket rule for awarding XP (‘if your character takes part in a downtime action, you get XP’, rather than ‘you get XP if you attend an IC event, unless there’s not one on where you live, in which case you get it anyway, maybe, even if you weren’t planning on attending that event’). I can’t see any reason for not doing this, with the exception of people being afraid of the negative results of downtime actions, but the GMs already allow people to ignore those results if they want.
I also think that from an intuitive perspective, characters would be more likely to gain ‘experience’ by scouting, battling, and patrolling, rather than sitting at a dinner party, so it makes more sense to me on a storytelling level as well.

I agree that there should be IC events in each main centre, but I don’t think an event in Wellington will ever have the same game effect as one in Auckland, for reasons that have been referred to above - we just won’t get the same level of networking here. And that’s fine, I really don’t mind it too much. It is just a bit discomforting seeing Auckland have four events for networking, and Wellington have none, especially when some of the Auckland events also seem to advance the plot of the game, or offer opportunities to improve your characters on a mechanical level. I would like to see a greater balance, or at the very least, to see marketplaces for knowledge or advances of plot opportunities as online things, where any character can be involved, without the tyranny of distance. In other words, I don’t mind that there’s so much stuff happening, but I am disappointed that it is all taking place in ways that require physical presence to reap any benefit.

I know I spoke earlier of a desire for a decreased online presence, but this is a bit different. I would like to see the Crucible facebook groups become less commented-on, especially as most of the comments of late have been trash-talking and arguments. In effect, I’d like them to be more streamlined, where events or marketplaces can exist for all the players, and information can be transmitted clearly. What we have now is a situation where the GM information gets buried under a stream of general Crucible noise, and there’s a sense of obligation to go to IC events so that you don’t let your faction slip behind. The combination of these two things means that Crucible becomes a daily event. Moving some of the advancement of the story to online places instead of IC events would deal with the second, changing the way XP is given (from one general rule to another) would deal with the first. There are other options, I’m sure, but I haven’t really seen a suggestion that deals with them as neatly.

[quote=“musicforwolves”]
Admiral, I hadn’t realised that downtime actions were a thing for crew as well - … [/quote]

It’s not. There are a couple of people on the Crew who have been approached to play NPC Faction Commands. They work with the GM’s during Downtime to coordinate the movements of the Wild Hunt, Ebon Legion and Pale Host. They also work with some of the NPC’s in that faction. 99% of Crew have no idea about any of this or how it works.

Jackie,

hugs I love what you’re trying to do here and think you’re wonderful for it :slight_smile:

I think you’d be hard pressed to draw links between access to the Shadow Guide material (which is still available in game or through interaction with the STs) and faction membership, or geographic location. The initial release of the Shadow Guide to start some of the material in play was (as I understand it) deliberate, as is the current closed nature (which allows remaining material to be discovered in play).

But I can see the argument to awarding XP for downtime actions instead of attending day games or player generated events. Personally I say why not either? Get your “between game” XP for either attending an event (either ST sanctioned or ST generated) OR participating in downtime actions.

And I agree that there should be stronger posting restrictions on the Crucible main FB page. I just don’t think it should be anything other than a pure info feed.

To be clear, I did say that we had the opportunity to be involved in the FACTION actions as opposed to personal actions, which the vast majority of the players aren’t involved in either.

Ah, I see. Still, I like that. Makes the game even more encompassing to the people that are getting involved with it than I’d previously known.

Uh, the game was presented as 2 weekend games a year, plus 2 or maybe 3 day games between weekend games.

Naturally there would be online RP etc.

The 2 or 3 day games was more than Teonn or Wolfgangs had had. All good.

And there was a clear understanding that you could only attend one day game as your character.

This worked very nicely between games 1 and 2 in my mind.

But with the additions of player initiated events (wonderful by the way) that are ALSO game events BECAUSE the GMs make them so, there are suddenly MANY more events.

Then with a lot of the bad feeling going on, and frankly aggressive posts in reply to criticisms, it is frankly wearying. And it also results in people stopping saying anything online where they may be attacked, and only talking among them selves. Which is not helpful, but completely understandable.

I’m especially concerned about the IC to OOC bleed. And seeing some people take IC consequences (for things they have done in game) so personally is disheartening. It reduces trust in game, and means that interaction will be more superficial, because if you can’t trust someone to take IC interaction as “in game” only, then why risk having them hate you in real life? And that means that you won’t interact with them in game. And THEY have a worse game, as well as you…

I never expected to be able to attend all events, or take part in much online RP. My schedule simply doesn’t allow it.

I’ve had a couple of people suggest that this might not be the game for me. Which stung, but may well be true. Except that I can trace a fair amount of my problems with the game back to core aspects of rules and information dissemination. (Yes, I have talked to the GMs about it.)

I can also trace problems back to me interpreting the presentation of the game as rather different than it’s turned out to be. Nothing I can do about that except adapt as fast as possible. If I want to stay in the game.

This is the nature of a faction based game. I’d recommend making a Hound if you want to avoid this.[/quote]

There’s in game secrets and out of game secrets.

In game are fair enough. That’s part of the fun. To deliberately or accidentally find character secrets out.

But there are parts of the rule set that were made briefly available at the very start, and now are only known about by reference. I am of course talking about templates and Shadow Codex stuff.

Templates were mentioned briefly on Facebook and Google plus. Then almost all reference has vanished. There is a mention of the Shadow Codex on the website. But there is no mention of templates or that you can even talk to a GM about possibilities for getting some Shadow Codex stuff. I’m not saying the Shadow Codex should be released. Of course not. But having templates and mention of being able to ask about Shadow Codex stuff, at the very start of the game, where a few people saw it, and now it not even being a part of the website, is unfair to new players, and to existing players.[/quote]

Check out what I found after thirty seconds of searching:

[quote=“Helikaon”]Check out what I found after thirty seconds of searching:

http://diatribe.co.nz/t/special-things-at-chronicle-commencement-file/8346/1[/quote]

If you know that something is out there and where it might be then you can probably find it.

But if you go to the cruciblelarp.com website and download the rulebook then you may never know to look for it. There really is a lot of information and unfortunately this information is in a lot of places and unless you have the patience to read everything (including the more than 200 topic threads on diatribe) you may never know this stuff exists.

Thanks for taking the effort to find this for us. It is appreciated.

Definitely.

I am more than happy to direct people to it, and have done for Alteraan newbies. I was under the impression that the assigned faction liaisons were here for expressly that purpose, and it was their responsibility to have this kind of knowledge and information for their factions - which was part and par with why they volunteered.

Again though, I’m more than happy to redirect anyone to the relevant information they need.

[quote=“joker”][quote=“Admiral”]
And I’m even more surprised to hear that anyone walking into Crucible, especially at a senior level, didn’t understand the intent for it to be more (MUCH more) than just two weekend games a year.

[/quote]

Uh, the game was presented as 2 weekend games a year, plus 2 or maybe 3 day games between weekend games.

Naturally there would be online RP etc. [/quote]

So you didn’t know anything about the possibility of downtime, faction or personal, or the idea that there might be player initiated events as well as day games?

Hunh, my impression was that the communication was better than that.

[quote=“joker”]
The 2 or 3 day games was more than Teonn or Wolfgangs had had. All good. [/quote]

Indeed, but I don’t think it was ever the intent of any of those involved to run Teonn or Wolfgangs again.

[quote=“joker”]
And there was a clear understanding that you could only attend one day game as your character.

This worked very nicely between games 1 and 2 in my mind.

But with the additions of player initiated events (wonderful by the way) that are ALSO game events BECAUSE the GMs make them so, there are suddenly MANY more events. [/quote]

One good suggestion which has been made relating to this has been to treat all sanctioned events as day games, so a PC can only attend one. This seems like a good idea to me, apart from the fact that it will simply result in some event organisers refusing to accept the “ST Sanctioned” tag so that the players and PCs they want can attend the event they are putting their time and effort into.

[quote=“joker”]
Except that I can trace a fair amount of my problems with the game back to core aspects of rules and information dissemination. (Yes, I have talked to the GMs about it.)

I can also trace problems back to me interpreting the presentation of the game as rather different than it’s turned out to be. [/quote]

I can respect that not everyone likes the design of the rules, I have chosen not to be involved in other games because I didn’t like the design of their rules and AM involved in Crucible because for me these rules are a vast improvement on what has come before. As to information dissemination, we come back around to the early issues with STs pulling out of the team and the failure to find a replacement for each of the key cities involved in the game.

I’m not sure I’ve ever seen any material relating to Crucible which described it as a Weekend+Day game structure alone. Perhaps you could point me to the presentation which created this impression for you?

I honestly don’t think the general unhappiness in the community has anything to do with the rules.

I can’t put my finger on what it is but it just seems to me that lots of people have decided to be unhappy.

It’s really weird!

I honestly don’t think the general unhappiness in the community has anything to do with the rules.

I can’t put my finger on what it is but it just seems to me that lots of people have decided to be unhappy.

It’s really weird![/quote]

There ARE some major perception and communication issues, as well difficulties stemming from the geographic and numerical split within the player base.

And it’s certainly true that people are feeling like they can’t step back.

But we are at the point where suggestions have been made on all sides and it’s likely best to simply wait and let the STs respond. Did you remember who they are yet? Most of them are the same from when you were involved in the early design process and I’m sure Jordan can whistle up links if you’re still struggling to find the others.

I honestly don’t think the general unhappiness in the community has anything to do with the rules.

I can’t put my finger on what it is but it just seems to me that lots of people have decided to be unhappy.

It’s really weird![/quote]

There ARE some major perception and communication issues, as well difficulties stemming from the geographic and numerical split within the player base.

And it’s certainly true that people are feeling like they can’t step back.

But we are at the point where suggestions have been made on all sides and it’s likely best to simply wait and let the STs respond. Did you remember who they are yet? Most of them are the same from when you were involved in the early design process and I’m sure Jordan can whistle up links if you’re still struggling to find the others.[/quote]

Jason that kind of tone is hardly helpful.

I agree that everyone who has posted so far has fairly represented their viewpoint and suggestions. There might be some others waiting in the wings. STs are clearly monitoring this thread so constructive feedback is being received and thought about I’m sure.

[quote=“Helikaon”]

Check out what I found after thirty seconds of searching:

[Special Things at Chronicle Commencement (File))[/quote]

Sorry, but that would be impossible to find by searching for shadow guide or templates.

Which also requires that you know that you can search for shadow guide and templates.

Mentions of these must be on the website. New players will not be able to find it.

My point in all of this is openness of information. The website is supposed to be the official source of information. It should be there.

So much to say here. So much to discuss. This discussion I suppose will touch those who frequent the boards, are brave enough to stand up and have a say, or have the energy to discuss. But it wont touch everyone. We are only a few.

It takes a bit to pen a post, and make a comment that is thought out and measured. Presented in a way that hopefully fosters discussion, while not tearing any ideas down. Tone is a difficult thing to convey online. I myself struggle at times with the wry humour I have, and that cheek can be misunderstood. So before I start, please know that I am presenting from a place of love, honesty, and hope.

There is a lot of noise that these discussions make. A feeling that something isn’t right to one who speaks up, that might be presented or misinterpreted in translation, that is taken on a tangent or in a way that offends. If you post it’s because you care. It is because you want something to be as good as it can be. I don’t think people who post want to tear down things, or be malicious. I think we lose sight of that. I think that style in presentation goes a long way to ensuring people are heard and respected. Something central to ensuring a robust discussion is had.

I want to stress discussion. Discussion does not mean argument. A discussion challenges points that are raised, but returns a question or suggestion. A discussion has no winners and losers. As a saying goes “Compromise is important. It is easy to be right, but then you are right and alone.”

In a way a discussion is a negotiation. A successful negotiation has give and take on both sides if it is to lead to anything lasting. I think in Crucible conversations, we tend towards argument and debate, rather than discussion and negotiation. And I think this is central to bad feeling.

Below are some of the issues I believe to have been raised and my take on them. I read a bunch of these posts prior and I think the issues get confused. But if they are concerns for others, then great, we as a community should discuss them and work through them, even if we don’t agree or have a different view. The GM’s aren’t an island. It is up to us to help effect meaningful change

On the top of my list is player participation. Something Hannah (My wife to be) and I have decided to call 365C and is what the OP is about.

This is in reference to the level of participation this game offers to its participants. Crucible is large and enveloping. It has close to twice as many players as Teonn, which had about twice as many as St Wolfgangs. That’s pretty big. Lots of scope. Lots of people. Lots of interactions. With many more people involved in this game you are naturally going to get more happening. Scale cannot be overlooked.

Somewhere on the scale we have participants who want to engage with the game every day, all the way to participants who want to do the minimum Weekend events. That is a pretty broad spectrum. But what should a game cater to? Is it possible to cater to both extremes and provide a meaningful and fair experience to all who are involved?

Determining meaningful and fair is hard. It’s subjective to a point. Every participant probably thinks what they are wanting/doing/enjoying is fair. But I propose that the only fair and balanced answer is somewhere in the middle of the extremes. To me it comes back to this negotiation. Meeting somewhere in the middle. It comes to me to that determining what is healthy for the game, the players, and the community is paramount. This game will be hear with any fortune for the next 2 years. That is a decent chunk of time and commitment for all of us.

If I was to summarise the key points of 365C, it is

  • Crucible events/planning/thinking/RP/ is pervasive and available 365 days a year.
  • Crucible space is large. It encompasses social media, websites, real world non crucible events, It is unrelenting and difficult to escape.
  • Sanctioned events provide mechanical benefit in the form of XP, but
  • All interaction provides a benefit in some way to a character in the world. Some types of interaction provide more of a benefit.

So if we have players going it is too much. It’s invading my life! and some saying it’s great! Give me more! what is there to be done with it?

I personally don’t accept this “Crucible is X” mentality. That is siege warfare thinking. The GM’s have a vision. That vision is 1 year in and ever changing as stuff flys and sticks or drops away. It evolves. It isn’t completely fixed. But importantly to me is that it serves the playerbase (It’s customers) and it’s wants. Introduce new ways, and try new things, but if your player base is rejecting it, then there is no point in being keeping with it. That to me is a healthy approach.

So what is good and healthy for the participants? Is there evidence of over saturation being unhealthy for participants and the community? I hope that we can agree that health of participants and therefore the community is a priority. It supports this game and games that follow. Without a strong community, we are all going to be playing by ourselves in short order.

Lets start with an anecdote. I like chocolate. I have chocolate once a year and I am fine. I have chocolate once a month and I am fine. I have chocolate once a week, once a day I am fine. I eat chocolate every meal and suddenly I am not ok. I might be ok for a day, a week, a month, but eventually I am harming myself. The saying too much of a good thing originates to remind us that we need variety, that too much of one thing is harmful to our health and wellbeing (mental and physical). Sage advice. It has been around for sometime and still holds true. Moderation is key.

Lets extend that metaphor to gambling. A swish on the melbourne cup probably wont do you any harm as long as you arent betting your house on it. A weekly flutter may not be too bad either. But what of the gambler that sits at the pokies all night , every night? Discussion of casino opening hours does the rounds regularly. Should they be 24 hours a day? Do they have a duty of care? It’s tough. We don’t generally want to infringe on peoples freedoms when they don’t directly harm another, but to the employer who puts up with late appearances, or spouse who sleeps in an empty bed at 4am in the morning, they might have other ideas. Extreme perhaps? Maybe. The one thing for sure is that if you asked the gambler at 4am if they thought they had a problem they would likely say no.

So how does that relate to crucible? If at all? Well more than I would like IMO. If something is harmful then asking the people who are doing said thing, whether they want it to change, then the answer is likely to be no. So who wins? What is the answer? What do we do? Well I suggest that doing less of a thing is much more preferable than doing more or staying the same. That is compromise. Those who want to do more can find other outlets, even within the same community, but the one who wants less is harmed if they feel or in someway compelled to rise to this level of participation.

So is the current situation harmful? I think we agree that we have people saying they want less, and people probably saying give me more. The official standpoint is that all the extra stuff above the weekend games is optional. Opt in if you like. Do the downtime, or don’t. Go to sanctioned side events or dont. Go to an unofficial birthday party event, or dont. Roleplay online or don’t. All up to you. Choose your level of engagement. Seems good right? Until it isn’t. There are inherent problems I suggest with this strategy. Evidence and observations I am seeing and recounted to me, that makes this difficult if not nigh on impossible. And brings me to the participation portion of Crucible 365.

Players feeling pressured to participate.

This is a hard one to grasp I think. Why should they feel this way? Surely not? Well if they say they are, then we must listen if we are to be a healthy community. A like it or lump it approach seems very dismissive. So why do players feel pressured? I propose it is threefold. Character Utility, Character development, and and Game awareness.

XP is a decent measure of Character Utility. More XP and a character can do more in a game. To gain xp between games participants need to attend at least one event. OK xp isnt everything but 4/14 of points on offer per year and extrapolated 14/44 useable xp in the chronicle does equate to a decent measure. In a game where there are competitive overtones I suggest this is a pressure. A player may feel obligated to keep up for themselves, but also out of a sense to ensure they are as strong for their faction as can be. That extends to personal downtime actions being linked into factional downtime success (extra resources and information gathered, strength of warbands etc) and even if they don’t want to be involved outside of the main weekend games, there is pressure to be inherent in the mechanics of the game

Events or Online RP etc provide the biggest pressure IMO. I propose that what truly is important to a character is interaction. XP is but one small thing in the grand scheme of character development. What truly matters to a characters development (expressed from my many years Larping and RPing) is the relationships they create. Basically what we do in a game is interact. Interactions are what make lasting changes and impressions in the world. They are what drive drama. XP spend can never have the same impact. So it stands to reason that more opportunities to do this will progress a characters development and be beneficial. Think about this example. You have the chance to save one of 4 characters in front of you. Will you save the one you have a shared RP with, or one of the 3 lesser known to you? Seems easy. You save the one that your character cares about and have a relationship with I reckon. The more opportunities you have to build a relationship with someone, anyone, the more chance you have of being the one that is saved.

The third reason I suggest is that of Game Awareness. This is simply the idea that you know what the game state is. You are up with the play and that you are abreast of all the things that are happening, both in character through interactions and briefs and out of character about what is happening events wise or announcements wise. Being informed is a pressure on it’s own and key reason why communication, especially administrative is vital IMO. No one wants to be left behind.

I think Crucible as game could do better. I’m not a super fan of the social media personally, but I appreciate the strides forward it has made. Jackie in particular with her work on the website has been great. But this isn’t really the post for this.

All of these I think provide pressures on a player to participate and a reason why it is simply not easy to pull back. The opting out is difficult and reinforced by the games nature IMO. The more events or opportunities to RP and endorsed by GM’s then that adds pressure. A system of personal downtime reinforces that also. You couldn’t control personal online RP, but I suggest that other avenues could relieve this pressure that are controllable. Perhaps less flooding of the airwaves will give something else the chance to pop up? I’m not sure. But that is what discussion is about. I don’t have all the answers.

Histories of similar games

I thought I would share some of my experiences with games that have had a very similar (not scope) set up. A game that was always on 365 days a year was Wellington by night. An old Vampire game run in the late 90’s. This game single handedly destroyed larping in Wellington. At its height it had 60-70 players. Not bad at all in the early days. In fact I bet some of us remember it, as well as the infamous Hamiltonian game.

Basically this was a monthly game. It had factions and cliques. It had the PVP and and antagonist elements. And it was always on. The GM had a place where friends could hang out. These friends would just slip into conversation IC, and OOC at parties or hangouts and discuss the game, make alliances, share information. They had proximity to the GM and so could bounce stuff off him, and well the regular monthly game became more like a weekly game (even started to come with xp IIRC) and then it became a daily game for some. Some people lived this game and the factional nature and advantage others were able to get did drive a wedge into the community. Real relationships were destroyed, a community ruined (Not hyperbole, there was no regular larping for a decade). The monthly players were left behind. It went from inclusive storytelling to power gaming. You were either in all the way, or you were left behind.

These traits I am starting to see come alive again in Crucible and our community. It may seem like doom and gloom, but these experiences are real and not in isolation. It isn’t just Vampire, although that had a high rate of it, and I am sure the old heads in the community could tell you more.

Larping died in Wellington after that. We had a flagship at Kapcon every year, but that was about it. Then there was St Wolfgangs. That for some of us reignited the bug. A game could be different. We could be collaborative. The games were spaced to 6 monthly and so weren’t all consuming. We all had space to breath and do other things.

No game is perfect and that and Teonn had its troubles, as all games do, but I haven’t seen the community so unhappy and vocal as I have since crucible started. And that worries me.

So if we have participants standing up and saying that they are worried, that there is too much, then I think we should listen. That is we as the community, not just the GM’s. How we interact, and what we think together as acceptable behavior will in essence be our contract.

We have players in this thread saying they are being bullied, that they are having trouble connecting and engaging and are overwhelmed. If they are the 1% then that is one thing, as I don’t think the game can be everything to everyone. So perhaps an Anonymous survey is a great tool for us to get up and going. Get some real data and poll the participants. It can’t hurt. It gives us data to work with and better than anecdotes and hyperbole. But even if it is the 1%, they are bringing the chance for us to discuss these issues, Meet out if they are real and tangible, and then discuss what level of change is necessary or achievable to keep us a strong community

I realise I’ve typed a bunch. It is new years eve and I would love to be spending it with my family, but I felt it important to post. Somethings needs to be said and discussions had and I don’t feel bad to have done it. I have more to discuss and that will be for later. The topics of geographical location and player privilege. GM availability, bullying (Personal attacks etc) and communication, are all topics I’d love to share and discuss. But for now the OP challenges us to ask whether we are doing too much. And I hope this adds to the discussion

I wish you all a happy new year. I hope that 2015 brings great things.

Anthony