Hi Reuben,
Thank you for taking the time to reply and I agree. Airing and compiling is a logical response to trying to remedy any issues that are aired. I hope that this discussion can continue in that vein.
Yeah. Mostly correct. Perhaps not involved in everything, but more than they would like, and to keep their awareness and enjoyment in the game as a whole. I am wary to say many as I dont have the data to back it up, but it is more than a common trend in those I have spoken with.
[quote=“Damocles”]
I’d like to break down why I believe the above pressure exists and is felt so strongly in this campaign as opposed to Teonn or Wolfgangs before this.
Firstly, it is a Factional Game. While very little outright PvP has occured so far, it is incredibly apparent that the player factions are in some form of competition with one another. As written, we are meant to disagree and have conflict at least on a social level, and it is reasonable and fair for many characters (and through them, players) to have heavy investment in the fortunes of their respective factions. Trusting someone who is from outside your faction is discouraged, or considered incredibly risky, and the resulting political environment is often very hostile.
This is in stark contrast to Teonn and Wolfgangs which both had a huge drive for co-operative roleplay, with factional disagreements being rare, and most player/player conflict being on a personal level. I don’t think the impact of factions on our community should be underestimated here. If we were all one big, happy, player family, most of the issues you’ve mentioned would disappear. That pressure you’ve described is definitely driven by this aspect of Crucible’s play.[/quote]
I agree with the breakdown that these are pressures placed upon participants. And I would suggest that you are right in that the players feel the factional competition that their characters do.
I suggest that in a perfect world we would be completely detached from the emotions and the characters situations as people in RL. I note that further on you do discuss that talking and discussing to clear air and remember people as people would help. I agree. People are a lot more reasonable when seen in person and communication far far easier. We also are free of the trappings of the fantasy world, and that helps reaffirm reality and our real relationships. Many were surprised to see what I looked like without the Blaze makeup, and to some extent the Ulrich hair and trappings 
The issue of bleed is an interesting one. One that effects all LARP, not just Crucible, but propose that as you suggest, a PVP factional game can and will bring out more of these negatives into the community as a whole. I suspect that is part of the dissonance we are seeing.
But, I think that point one misses the issue central to the argument. I dont believe clearing the air will not remove most of the problems. We might be more happy with people. but the point still remains. There is too much. It is pervasive, You would need to give participants IMO more room and air to do non crucible things. I have a few suggestions and we can come to that further in the reply 
I agree. We all have things we are trying to accomplish, as well as the overall save the world from the Dark we are heading towards (speculation). So the meta of the chronicle would probably need to change. But in the mass wargaming there is the roleplaying as well. The character development that cannot be denied. The social aspect is a consideration, but I propose, as you do, that it may be secondary to the political wheeling and dealing. The factional downtime certainly adds another pressure in that regard. It is another reason that Crucible is always front of mind.
But as it stands now, Crucible is not a LARP only. It is a Multi game. It is a 4x board game, a LARP, and mass political junta. It is many things to many people. Just all at the same time, and maybe that is too much?
I am gamer/wargamer as well as a Larper and was before I larped, so for me it is less of a problem. But we are talking about the community here and both Jackie and I are partially raising these concerns on behalf of the community and others we have talked to.
I suspect this is probably an issue for some, but not the central point. If anything I suggest we perhaps look at the broader thought here? That the game is not what all people want all the time. A wargamer might not like the larp aspects as much, or vice versa. But there are other reasons outside of game style that are causing the trouble IMO.
But I certainly agree that for some, the non LARP elements could have some bearing on participant satisfaction. And as an idea ,without them we may see less overflow into the the LARP elements through online roleplaying, creative storytelling aspects.
So what would the answer be here? If there are elements in a game that the participants are not interested/happy with would it be better to either,
- Do nothing
- Not change, but perhaps get a measure of the quantum of participants
- Change or remove completely the underlying aspect of the game (for eg Downtime actions)
- Lessen the amount of time or impact the underlying aspect touches the participants?
I suggest there is no right answer, but reducing the underlying aspects causing issue is perhaps the most preferable. The game I think is served relatively well with the Island War as an idea (as an example). I have my own thoughts as to whether this is time well spent by the GM’s and participants, but mileage may vary. As such I think keeping it and reducing how many times participants must engage would be beneficial and a possible compromise.
The crucible airwaves are chocka block, and I suggest removing a little bit of traffic would help with the Crucible overload some participants are feeling. It is central to the Crucible 365 premise.
Not much to say from me. I agree for the most part 
Others may disagree. I personally would like to see more of this drama happen in the weekend and day games than what I believe is more off screen (online, downtime etc), but I suspect that is personal choice
To me it is more epic the larger the audience in the moment, at the main event.
The structure may not be inherently bad, but it should come with a warning. The type of play, given the nature of LARP and how much time it is sinking, is something the organisers should be aware of (and probably are). That is why I suggest there should be strategies to deal with them. Lessened workloads, debriefs as people after the game and a bit of welfare time if needed etc. Anything to help lessen the negative aspects associated with PVP, factional gaming etc.
[quote=“Damocles”]
To go one further, I believe that these issues are exacerbated in Wellington, where the community there has less exposure to World of Darkness political games (As you point out Ants, you are rightly gun-shy of them) and have legitimate concerns around being removed from the rest of the playerbase. I will freely admit that I have done more roleplay with non-alteraanian Aucklanders than I have Wellingtonians, and the reason behind it is simple proximity. That means more deals are cut, more secrets are traded, more relationships are forged by Aucklanders. All other concerns aside, being disappointed by that is valid. With the factional play of Crucible being what it is, the above issues become quite important to player’s continued enjoyment.[/quote]
It’s true. We don’t have the political style game like OWBN was anymore. I believe the scene has have moved into a different style of game. More collaborative, less win, and more story focused. I see more LARPing in the St Wolfgangs and 33AR mold now. It is just a style I think tickles more peoples fancy down here.
Proximity is a large part I suppose. I like Matt Swains (Viperion) post a couple of pages back. It to me explains why geographical isolation plays a part. I can’t fault his reasoning.
To a large degree we realise the game is mostly in Auckland. There is no way to offset that. Any character building is benefited by access to more people and events. Even if the amount of crucible events were less, the outer regions couldn’t be on par. It is unreasonable to think there could be parity, but there may be ways to mitigate advantage that was fair and reasonable to all.
Yes. For the most part the way the game ends up is in the players hands. No denying that. Any lasting change needs to be driven from the player base.
It certainly might go some way in limiting the benefit to going to all the things and maximising character development time, and thus relieve some of the pressure on those unable to participate to an elevated level. I would go one further. I suggest that you remove any chance for “Back up” Characters. Back up characters for me pose some real trouble. It has been brought up earlier in the thread, but personally I find interacting with a player, with their alternate character to be confusing, and to some extent immersion breaking. Not to say, somewhat pessimistically, also for IC and OOC knowledge issues. In this factional based game, I think you can see some of the issues that can pop up here, and actually have in the game so far.
Will doing this just drive people to Online RP instead? Will it mean that less events are sanctioned? Well if that were true then I suppose we are no better off. Informal gatherings still pose an issue, and may even be worse for fears of exclusion.
Just some thoughts to ponder…
I would have no trouble with moving some of this to the game. Doing so I think opens up some really nice ideas, and may have the added benefit of streamling the Island War game. Actions are simplified because you have less options to spreadsheet and they can become more thematic. Assign this here, provide X back up points there. Build this, Attack those. Could lessen the workload, I’m not sure for the GM’s, but it could be worth a go.
The Island War would need to be condensed and maybe it is a step to far for the resources of the GM’s. Worth considering.
I definitely think that there does need to be a little tweak in the comms strategy of the game. Some guidelines of official avenues, what to expect in terms of a response (Service level agreements), and then having it adhered to would be great.
Ancilliary, but no less of an issue is availability of information about the game. Website should hold ALL the information pertinent to player knowledge. I think it will get there but it isnt a perfect resource… yet 
I am keen to see a little more separation between GM’s and players when it comes to the game. Even if it is perception, it can be damaging, as we are seeing.
All fine suggestions (bolded for emphasis). Central to good healthy OOC communities . These are in the players hands as you say. However talking is great to reconnect with RL friends, but I feel we need to better at ensuring talks don’t just turn into more crucible talk. It is on the participants themselves to regulate I believe, and those that are present that don’t want to talk crucible, should feel free to say so and not be a pariah, as well as participants being aware and mindful of those about them, and what they prefer.
I would suggest that while making choices that we see as fun for us, we should have a more collaborative view on the subject. I don’t want to see players making decisions that destroy or limit anothers fun by dragging them down or leading them down a path they are not invested in. It doesn’t mean you can’t get down on the character, just ensure that the story told is engaging for both players. I feel poorly personally if I am taking and not giving to those about me in LARP. Perhaps it is why I like the bad guy. Villains make lives more interesting 
); not sure who you’re thinking of there. I’m not involved in Crucible at all - mostly due to physical distance and the monetary ramifications of it - and plan to stay that way. I am reading this thread though, as even though I am not involved, I have seen multiple people unhappy with various things Crucible and am interested in the reasons why.