Fostering an Accountable Community
Posted: Sun Jul 07, 2024 5:14 pm
Fostering an Accountable Community
Positive Development: Our community thrives when players support and hold each other accountable. Over the last two years, we have seen that it does not thrive when it feels like the Staff is punishing and micromanaging players. Many of you already engage in constructive feedback and mentorship related to clans that have specific guidelines to help others improve their ability to play the game.
Current Challenge: Players do not regularly hold each other accountable or self-report concerns. As always, Draz will be the example here. There is currently a banishment of the White Tower in the Mayene Province. Draz is farming a smob within the Mayene province. Based on trophies, there are at least some people who are familiar with this, have participated, and are also banished. They may even know that Draz has found ways (despite it being difficult) to solo the smobs. When the Staff steps in, it can be perceived as heavy-handed. However, there is no player accountable for the punishable offenses (breaking RP guidelines, abusing mechanics for group activities). It leads to moments like this, where we find out the extent of his activities, and our response seems heavy-handed. (e.g., If White Tower players were unallowed to enter TAR until there was accountability, how would that come across to players?) (See current punishment post for instance). How many times do we have to catch humans running around with trolloc badges and call that out?
Instead of pushing forward with some punishment, we’re simply pointing out the issue and curious for thoughts.
Our Request: We ask for your cooperation in maintaining the integrity of our roleplaying environment. If you notice rule-breaking or subpar roleplay, kindly address it. If someone is breaking the rules or expectations of their roleplay (e.g. continuous coordination between White Tower and Child of the Light) then roleplay through that experience to create player-driven accountability because it will limit the amount of overreach that you will feel from Staff.
Clarifying Staff Intentions
Positive Development: The Staff works to create engaging scenes and events that enhance our roleplaying experience. The experiences we set up, though, often have a trajectory that we want to hit milestones with for continuance. We’ve worked to create a storyline on a timetable, but the timetable of development is based on players hitting milestones or pushing the narrative.
Current Challenge: There have been misunderstandings regarding the Staff's role in setting up scenes. Some players feel pressured to act, assuming it is demanded by the Staff, especially in scenarios like the Mayene conflict. We want to address this directly because it coincides with, maybe, a larger sense that the Staff is putting things into the game with ulterior intentions to prevent player agency.
Our Request: Please understand that our intention is to enrich the roleplaying experience, not to dictate your actions. Mayene was explicitly told, “You guys banished the tower from your lands, you have the start of an event centered around your territory. You have a bit of leeway here.” But somehow, over the course of the conversation, it seems that Mayene feels they are required to keep the banishment or to lift the banishment or reach a treaty. Even some language around the charges for the crafting offered in the location they have access to seems imposed by immortals and not simply an opportunity to make economics a part of roleplay. The coincidence was simply that there was a banishment in place when we had planned an event around the southeast.
There was potential to engage this in conjunction with the dream spike that was posted about and its impact in the game. While the dream spikes may not have been found, their impact would have been relatively obvious with deduction and could have been used to jumpstart a conversation about a larger threat or something from a different lens. If we saw dialogue and engagement, then there might be something more for them to find.
On the White Tower side, there have been clear violations of that banishment via trophy and then frustrations about the banishment being in place despite the lack of barbs from either the Winged Guards or Staff. On top of this, we’ve seen an increase in direct engagements with Staff to resolve or detail our desires rather than a conversation with players. We intercede only when we see problematic behavior, and we strive to give players as much agency as possible.
We provide these scenes as opportunities for you to engage with, interpret, and expand upon in ways that feel natural for your characters. The intra- and inter-clan dynamics that you engage in are great. We generally intercede after we see problematic things, and sometimes, we get that wrong, but we want players to feel and have agency in the world because we feel it will increase their desire to engage in the world with more frequency.
Encouraging Small-Scale Roleplay
Positive Development: Major events and conflicts can be thrilling, and your enthusiasm for these moments is noted. However, the foundation of our world is built on smaller interactions and daily life roleplay.
Current Challenge: Some players seek significant engagement in large-scale events but may overlook the importance of smaller and consistent in-character roleplay that builds the world and relationships. The world-building has been done by Robert Jordan. We’ve got the roles that we can adopt and play out. The desire to subvert those roles in pursuit of quest points, clan ranks, and personal gain cheapens the experience for everyone. Plenty of roleplayers have largely disconnected from the world because the majority of logins are objective oriented. How do I get more qps? What smobs can I hit for good, consistent loads? Where can I find better PK?
Our Request: Invest time in being a part of the daily story that our world tells. Engage in PK, same side if you want to, roleplay with people as an antagonist. If roleplaying is done in a room that is invite-only, then where do you anticipate interacting with those who stand opposed to you? Forced PK and forced RP should be expectations. This is also a place where you can increase accountability and gain credit for more spot RP. How often are you online and your decision is to simply ignore someone instead of challenging them?
It can be frustrating, given the new RP requirements and the year of time to achieve these acquirements that we see some players coercing others to give awards explicitly or implicitly through descriptions. We recognize that there is a wide variety of feelings about these requirements that limit the number of pve-qps gained, but the year window seemed like it would be a good opportunity to encourage roleplay. Journey before destination as it were.
Finally, it takes a lot of effort to build the story, the game activities related to them, and to do the dungeon mastering aspect of what you would like from the Staff. We’re not asking for sympathy because this is a choice, but we also don’t want to be the only pieces of accountability. When this is the case, you feel that our approach is heavy-handed. Oftentimes, we default to punishments that we hope will curb the behavior entirely. What can players do to create accountability between themselves, and what can we as Staff do to support it?
We do not want to drive the action or lead the narrative (as immortals or mortals). We also do not want to create a system where players are directly going to the Staff for permission to do something, that they then can use as a justification to do their thing. So, when we move to transition pieces of the storyline, and we see the number of violations of the banishment that are present in trophies, and we hear things related to ultimatums given by mobs (Siuan / First of Mayene), then it is a hit against the agency that we desire to give to players and leads to fatigue in general about providing content.
________________________________________
Conclusion
We want a better environment where people feel compelled to roleplay and enjoy the storytelling between each other. We haven’t made leaps and bounds in fostering roleplay with our hope to do so by the requirement of roleplay QPs. The hope here is that you may have more of an idea of what we are desiring related to roleplay and the game itself. Maybe getting back to the fundamentals of WOT roleplay would be a good exercise in getting rid of the 30-year grudges that we’ve been accumulating. Remember, it’s about the journey, not the destination.
In both the round tables, you’ve expressed a desire for more agency, more roleplay, and more opportunities to engage in the world directly. We’re asking for help or ideas on how to bring that back to the game as a whole and not tie it in isolation to what activities the Staff builds. What can we all do? What are we doing right now that is making this continued experiment feel lackluster related to roleplay?
The WoTMUD Staff
________________________________________
Positive Development: Our community thrives when players support and hold each other accountable. Over the last two years, we have seen that it does not thrive when it feels like the Staff is punishing and micromanaging players. Many of you already engage in constructive feedback and mentorship related to clans that have specific guidelines to help others improve their ability to play the game.
Current Challenge: Players do not regularly hold each other accountable or self-report concerns. As always, Draz will be the example here. There is currently a banishment of the White Tower in the Mayene Province. Draz is farming a smob within the Mayene province. Based on trophies, there are at least some people who are familiar with this, have participated, and are also banished. They may even know that Draz has found ways (despite it being difficult) to solo the smobs. When the Staff steps in, it can be perceived as heavy-handed. However, there is no player accountable for the punishable offenses (breaking RP guidelines, abusing mechanics for group activities). It leads to moments like this, where we find out the extent of his activities, and our response seems heavy-handed. (e.g., If White Tower players were unallowed to enter TAR until there was accountability, how would that come across to players?) (See current punishment post for instance). How many times do we have to catch humans running around with trolloc badges and call that out?
Instead of pushing forward with some punishment, we’re simply pointing out the issue and curious for thoughts.
Our Request: We ask for your cooperation in maintaining the integrity of our roleplaying environment. If you notice rule-breaking or subpar roleplay, kindly address it. If someone is breaking the rules or expectations of their roleplay (e.g. continuous coordination between White Tower and Child of the Light) then roleplay through that experience to create player-driven accountability because it will limit the amount of overreach that you will feel from Staff.
Clarifying Staff Intentions
Positive Development: The Staff works to create engaging scenes and events that enhance our roleplaying experience. The experiences we set up, though, often have a trajectory that we want to hit milestones with for continuance. We’ve worked to create a storyline on a timetable, but the timetable of development is based on players hitting milestones or pushing the narrative.
Current Challenge: There have been misunderstandings regarding the Staff's role in setting up scenes. Some players feel pressured to act, assuming it is demanded by the Staff, especially in scenarios like the Mayene conflict. We want to address this directly because it coincides with, maybe, a larger sense that the Staff is putting things into the game with ulterior intentions to prevent player agency.
Our Request: Please understand that our intention is to enrich the roleplaying experience, not to dictate your actions. Mayene was explicitly told, “You guys banished the tower from your lands, you have the start of an event centered around your territory. You have a bit of leeway here.” But somehow, over the course of the conversation, it seems that Mayene feels they are required to keep the banishment or to lift the banishment or reach a treaty. Even some language around the charges for the crafting offered in the location they have access to seems imposed by immortals and not simply an opportunity to make economics a part of roleplay. The coincidence was simply that there was a banishment in place when we had planned an event around the southeast.
There was potential to engage this in conjunction with the dream spike that was posted about and its impact in the game. While the dream spikes may not have been found, their impact would have been relatively obvious with deduction and could have been used to jumpstart a conversation about a larger threat or something from a different lens. If we saw dialogue and engagement, then there might be something more for them to find.
On the White Tower side, there have been clear violations of that banishment via trophy and then frustrations about the banishment being in place despite the lack of barbs from either the Winged Guards or Staff. On top of this, we’ve seen an increase in direct engagements with Staff to resolve or detail our desires rather than a conversation with players. We intercede only when we see problematic behavior, and we strive to give players as much agency as possible.
We provide these scenes as opportunities for you to engage with, interpret, and expand upon in ways that feel natural for your characters. The intra- and inter-clan dynamics that you engage in are great. We generally intercede after we see problematic things, and sometimes, we get that wrong, but we want players to feel and have agency in the world because we feel it will increase their desire to engage in the world with more frequency.
Encouraging Small-Scale Roleplay
Positive Development: Major events and conflicts can be thrilling, and your enthusiasm for these moments is noted. However, the foundation of our world is built on smaller interactions and daily life roleplay.
Current Challenge: Some players seek significant engagement in large-scale events but may overlook the importance of smaller and consistent in-character roleplay that builds the world and relationships. The world-building has been done by Robert Jordan. We’ve got the roles that we can adopt and play out. The desire to subvert those roles in pursuit of quest points, clan ranks, and personal gain cheapens the experience for everyone. Plenty of roleplayers have largely disconnected from the world because the majority of logins are objective oriented. How do I get more qps? What smobs can I hit for good, consistent loads? Where can I find better PK?
Our Request: Invest time in being a part of the daily story that our world tells. Engage in PK, same side if you want to, roleplay with people as an antagonist. If roleplaying is done in a room that is invite-only, then where do you anticipate interacting with those who stand opposed to you? Forced PK and forced RP should be expectations. This is also a place where you can increase accountability and gain credit for more spot RP. How often are you online and your decision is to simply ignore someone instead of challenging them?
It can be frustrating, given the new RP requirements and the year of time to achieve these acquirements that we see some players coercing others to give awards explicitly or implicitly through descriptions. We recognize that there is a wide variety of feelings about these requirements that limit the number of pve-qps gained, but the year window seemed like it would be a good opportunity to encourage roleplay. Journey before destination as it were.
Finally, it takes a lot of effort to build the story, the game activities related to them, and to do the dungeon mastering aspect of what you would like from the Staff. We’re not asking for sympathy because this is a choice, but we also don’t want to be the only pieces of accountability. When this is the case, you feel that our approach is heavy-handed. Oftentimes, we default to punishments that we hope will curb the behavior entirely. What can players do to create accountability between themselves, and what can we as Staff do to support it?
We do not want to drive the action or lead the narrative (as immortals or mortals). We also do not want to create a system where players are directly going to the Staff for permission to do something, that they then can use as a justification to do their thing. So, when we move to transition pieces of the storyline, and we see the number of violations of the banishment that are present in trophies, and we hear things related to ultimatums given by mobs (Siuan / First of Mayene), then it is a hit against the agency that we desire to give to players and leads to fatigue in general about providing content.
________________________________________
Conclusion
We want a better environment where people feel compelled to roleplay and enjoy the storytelling between each other. We haven’t made leaps and bounds in fostering roleplay with our hope to do so by the requirement of roleplay QPs. The hope here is that you may have more of an idea of what we are desiring related to roleplay and the game itself. Maybe getting back to the fundamentals of WOT roleplay would be a good exercise in getting rid of the 30-year grudges that we’ve been accumulating. Remember, it’s about the journey, not the destination.
In both the round tables, you’ve expressed a desire for more agency, more roleplay, and more opportunities to engage in the world directly. We’re asking for help or ideas on how to bring that back to the game as a whole and not tie it in isolation to what activities the Staff builds. What can we all do? What are we doing right now that is making this continued experiment feel lackluster related to roleplay?
The WoTMUD Staff
________________________________________