Fostering an Accountable Community

... sit down, kick back and relax, and talk about anything that doesn't belong on one of the other forums.
Jakko
Posts: 1
Joined: Tue Jul 02, 2024 9:57 am

Re: Fostering an Accountable Community

Post by Jakko » Fri Jul 19, 2024 11:02 am

Jeia wrote:
Fri Jul 19, 2024 9:20 am
On my bimonthly(ish)(sortanotreally) check of forums I had a read through of this.

Preface: In my short stint back early this year I was determined to do the Tower process. 'I can do it!' I told myself. I couldn't. Tower RP is an acquired taste that's for sure.

The Tower is very RP focused but I don't believe it's a good benchmark to use. There's an abundance of RP logs and whatnot because you have to have those logs to progress through the system. 95% of it is RP for a purpose, not RP for the sake of RP. It's a great system for fostering new players to a certain point, but it's mostly a drag in my experience.

In all the clans in all my time, CoL in their heyday were the best examples of that organic 'all the time in-character' RP. Somewhat one dimensional for sure but being in that clan was it's own ecosystem with regards to how you had to play while remaining inside the box the clans RP put you in.

Someone touched on it earlier, a strong clan identity with good buy in from the player(s) is what generated that natural RP. Alongside CoL think Eagles, QG, tear vs illian. That sort of thing.

What's eroded it over the years in my view is the blurring of the character identity with the players identity, since most everyone knows everyone and all their alts in the diminished world base.

It makes it exceedingly difficult to buy into the fantasy of the mysterious Aes Sedai/drunk Red Eagle/whatever when you've spent the previous half hour talking about xyz in discord main lounge with the player behind the character.

Its an unpopular opinion I guess because it equals work for the imms, but the only times in recent history I've really seen people buy into RP is during imm run events/quests etc. just as Feneon indicated.

The game is like a party without a host in a storyline sense, everyone milling around not exactly sure what they're supposed to be doing. Guess go look for PK again?

Not at all saying it's the imms fault but there's a good wedge of clans with literally nothing to do that's specific to the clan they're in and it's RP.

The world state is so static that for most it no doubt already feels pretty played out. When there's no tangible outcomes for anything roleplay wise it robs the player of the exact 'agency' you're referring to, especially within their own clans let alone anyone else's clan.

So, with all of that mind and to speak to Feneons conclusion. There needs to be a jumpstart that encourages players to want to buy into the clan, and I think treasurer's were/are great for that. Let players spend resources to upgrade their clans in whatever format that would look like. Tangible investment fosters pride in the product.

Think RP rewards but for clans themselves and not the individual player
Players being dedicated to a clan identity really is a good point. Tower RP is definitely more on the 'forced' side, in that people do it the more because they have to, so it can still be fun and interesting, but it's certainly less 'organic'. But Tower also has a larger clan size for people to hold eachother accountable within a clan and to RP together to foster that clan identity. The game and clans in general are much more fun when you have friends to play with in that clan. It's why new players are often recommended to join a clan where others are active, for their first clan as opposed to trying to start with their ideal clan (other than the fact that most new players want to start by being Gaidin or Wolfbrother or Dragon Reborn).

I think many of us can look back at the former 'big names' from various clans, that really pushed for their clan and held together their clan's identity and direction. Maybe it felt like players had more control over their clan's destiny, as things seemed more fluid (for better or worse, depending on the situation) back in the day. A key aspect is that years ago players seemed to be more character-focused, and would 'main' a character, as opposed to so many that push to master then hop to the next character. That means that a lot of clans lose their consistent leadership at the top and that identity fades. Perhaps it's that there were always the churn & burn type of players, but they were less obvious when the playerbase was larger. Think of the impact on the who list of those that hop on, narrate 'PK?' then either log off, or PK for 30 minutes and then log off, versus others that are dedicated to playing a character and are staying on for longer periods RPing, leading a smob group, or actually interacting. Both types have a place, but the retention of the former and the loss of the latter spirals the who list lower. It's the problem of Seanchan, where you'd have someone log in, see nobody else on, then log off, and then a bit later someone else logs in, sees nobody, and then logs off too, but maybe they both would have stayed on and generated activity if the first person had stuck around a little bit longer. Players staying on keeps other players on.

It also feels to me that when most of the playerbase was younger with time to burn, players approached the game in a more casual manner, and ranking/mastering/getting X bonus wasn't the driving force for playtime. Players were more willing to RP for the sake of it, or start wars or stir up other politics and play just to play. Now, with an older playerbase most people likely have end-game goals they would like to achieve, and so they focus on those more intensely, while the less rewarding aspects that don't funnel to those specific goals fall to the wayside (such as more casual RP and non-immediately-rewarding activities). Players were more willing to take a risk or do something for the fun of it, like taking a chance on following a Huma, or Red Eagles warring with CoL, or random PRCs like Charging Boars, or playing dead-end MCs purely for the fun of it.

Just some random thoughts while reading this.

reil
Posts: 238
Joined: Sat Apr 23, 2016 3:27 pm

Re: Fostering an Accountable Community

Post by reil » Fri Jul 19, 2024 11:38 am

Jakko wrote:
Fri Jul 19, 2024 11:02 am
Players were more willing to RP for the sake of it, or start wars or stir up other politics and play just to play. Now, with an older playerbase most people likely have end-game goals they would like to achieve, and so they focus on those more intensely, while the less rewarding aspects that don't funnel to those specific goals fall to the wayside (such as more casual RP and non-immediately-rewarding activities). Players were more willing to take a risk or do something for the fun of it, like taking a chance on following a Huma, or Red Eagles warring with CoL, or random PRCs like Charging Boars, or playing dead-end MCs purely for the fun of it.
This is incredibly on point. I think while reading some of the responses, I keep coming back to the two basic "variants" of RP:

1. RP as a baseline behavior or actions on your character. This is passive, it's a low-bar, it shouldn't be particularly onerous once you get past the decision of which character you want to log, but it's not optional. You just can't do stuff like group with Tower characters on your CoL, you can't kill innos on your Aes Sedai/Justice clan characters, don't tell Sedai to firetruck off on your Warder (right, Ryzom?), and as an exaggerated PK example, you're not going to team up with DS to kill LS because 'they've got 2 and we've got 5 and don't we want pk??'. We weren't rewarded for this baseline, we got to stay in clans and keep roleplaying CoL, Warder, Kin, what have you.

2. RP as a means to advance. This feels like contrived, inorganic homework and we've decided we need to get rewarded commensurately with the fact that we're doing homework.

I'd argue WoTMUD is designed for the first variety of roleplay (which is what I think the original accountability post is referring to) and the second variety is a bunch of ad hoc systems trying to reward many of us for dealing with our own Frankenstein monster. Bless the Imms (particularly Elysia) for trying with systems like RPKudos, but when the core problem seems to be players aren't interested in uptake of those things and there are some posts that seem to say "incentivize us to actually reward each other", it's hard to think the actual solution is "more Immortal effort" on this thing WoTMUD just is not intrinsically built for.

PVE to advance and the damage it did to roleplay of the first form in general is something I'm not going to bother to touch here since nobody else has brought it up.

Random thought based on an earlier comment:
The most publicly shared responses to violations have emphasized punishments, including QP dockings, declanning, "demorting" of Fades or Dreadlords. This could explain why Staff feel animosity and defensiveness from players, and over time could be contributing to the "30-year grudges" the Staff referenced in the original post.
I think it's weird to describe these things as "publicly shared responses" when these things weren't even publicly shared (outside of extreme examples that affected a large amount of people ala Cosmo) until, like, 2022. What I observe happening is that when a punishment was particularly visible (defading, for example), only one party got to openly craft a narrative while the other party was generally obligated to remain silent. Shockingly, the party that was obligated to remain mostly silent ended up bearing the brunt of angst. There are probably hundreds and hundreds of instances of Immortals punishing players for abuse-to-extents-that-might-shock-you that are generally unknown because the punishment either wasn't easily visible or both parties kept it to themselves. I think it's okay to acknowledge that people just don't like being punished and are prone to tell the story in ways extremely generous to themselves without making it yet another thing that's on the Immortals to fix.

Sarinda
Posts: 750
Joined: Wed Jan 12, 2022 3:10 pm
Location: Kalamazoo, MI

Re: Fostering an Accountable Community

Post by Sarinda » Fri Jul 19, 2024 12:22 pm

I agree with Jakko’s points, very well stated. I think the average player here has many alts and less of a main identity on the game. I personally play mostly 1-2 characters but I believe I’m in the minority.

Elysia
Posts: 8144
Joined: Sun Feb 15, 2015 1:29 pm

Re: Fostering an Accountable Community

Post by Elysia » Fri Jul 19, 2024 4:01 pm

reil wrote:
Fri Jul 19, 2024 11:38 am
There are probably hundreds and hundreds of instances of Immortals punishing players for abuse-to-extents-that-might-shock-you that are generally unknown because the punishment either wasn't easily visible or both parties kept it to themselves.
I was literally having this conversation with someone this week, about stuff that happened like 15 years ago. I was like "I can remember you doing this one thing that was then fixed". It was an unintended thing they ferreted out. They weren't even spoken to, I think? Nor punished. The thing was just fixed. They felt that and their attitude was prolific. I couldn't for the life of me remember what they were up to. I was like: to me, you're one of hundreds, if not thousands.

I think you and I have had similar conversations before. I know I've smacked you for stuff, but by and large, you were always "ok, I done fucked up" and moved on. It's something that's pretty rare and I always massively respect players for, so thank you for that.

Geoff
Posts: 180
Joined: Wed Jun 13, 2018 9:03 am

Re: Fostering an Accountable Community

Post by Geoff » Sat Jul 20, 2024 5:07 pm

Alison wrote:
Fri Jul 19, 2024 6:31 am
As for Draz. Cant we finally agree he's the muds version of figuring out sheet and not punish him for everything that he does. If the dude figures out a bug, let him run it. But not get qps for it? Allow him to be the Black sheep of the mud and exploit dung so that it gets the attention it deserves.

Finally. all the points brought up in this thread has some merit and deserves conversations. Let’s foster communication as this will help the growth of this world.
This is the way it should be.

Draz doesn’t hide the bugs/exploits he finds. The mud benefits as a whole when he discovers and reports, or is monitored.

Akin to the Apple security bounty, where hackers who find and report bugs get a monetary reward, not prosecuted/banned from their services.

Let finders keep a token from what they find - Don’t make the experience less fun for them.

Elysia
Posts: 8144
Joined: Sun Feb 15, 2015 1:29 pm

Re: Fostering an Accountable Community

Post by Elysia » Sat Jul 20, 2024 5:10 pm

Geoff wrote:
Sat Jul 20, 2024 5:07 pm
Alison wrote:
Fri Jul 19, 2024 6:31 am
As for Draz. Cant we finally agree he's the muds version of figuring out sheet and not punish him for everything that he does. If the dude figures out a bug, let him run it. But not get qps for it? Allow him to be the Black sheep of the mud and exploit dung so that it gets the attention it deserves.

Finally. all the points brought up in this thread has some merit and deserves conversations. Let’s foster communication as this will help the growth of this world.
This is the way it should be.

Draz doesn’t hide the bugs/exploits he finds. The mud benefits as a whole when he discovers and reports, or is monitored.

Akin to the Apple security bounty, where hackers who find and report bugs get a monetary reward, not prosecuted/banned from their services.

Let finders keep a token from what they find - Don’t make the experience less fun for them.
Again, I point to this:
viewtopic.php?f=3&t=6900

Such a thing is in place, however, you can lead a horse to water, but you can't make it drink.

nyle
Posts: 25
Joined: Mon Dec 06, 2021 9:08 am
Location: Connecticut, USA

Re: Fostering an Accountable Community

Post by nyle » Sat Jul 20, 2024 7:07 pm

Geoff wrote:
Sat Jul 20, 2024 5:07 pm
Alison wrote:
Fri Jul 19, 2024 6:31 am
As for Draz. Cant we finally agree he's the muds version of figuring out sheet and not punish him for everything that he does. If the dude figures out a bug, let him run it. But not get qps for it? Allow him to be the Black sheep of the mud and exploit dung so that it gets the attention it deserves.

Finally. all the points brought up in this thread has some merit and deserves conversations. Let’s foster communication as this will help the growth of this world.
This is the way it should be.

Draz doesn’t hide the bugs/exploits he finds. The mud benefits as a whole when he discovers and reports, or is monitored.

Akin to the Apple security bounty, where hackers who find and report bugs get a monetary reward, not prosecuted/banned from their services.

Let finders keep a token from what they find - Don’t make the experience less fun for them.
I will say, I found a bug the other day that awarded me too many QPs. I told Austin, and he gave me a monetary reward and told me to just keep the extra QPs. So they do reward doing the honest thing.

Chloro
Posts: 615
Joined: Tue Aug 31, 2021 2:21 pm

Re: Fostering an Accountable Community

Post by Chloro » Sun Jul 21, 2024 11:21 am

Ok, since someone decided to bring it up, yes…. SOME of the Tower rp is forced. However, it’s not forced by the Immortals, it’s forced by the players. You see Aes Sedai are the OG master clan. To get to rank 5 you have to be proficient in rp, pk, laws of the land (since some choose to write them against us), mentoring, Clan Admin, and of course, using weaves. I cannot think of another clan that has the same about of BS to jump through to get to rank 5 as the Tower does. You see every Active and sometimes inactive rank 5+ gets a say in if you can shawl or not. Grudges can be held against you, incidents can destroy your chances, and you not developing your character can block you. Frankly I think for the Non-Tar Valon clan’s, things have become way too easy. You can get to rank 8 in 6 months of hardcore playing. For Aes Sedai it can take years. Let us not forget the BS rp that is constantly thrown at us by the rest of the mud that we are expected to jump through a hoop to just handle.

I am going to use Bakkus as an example, because it is the most recent. Now I get what the player is trying to do, Wars and Murders are usually a good way to drum up players who have long since rented. It’s as if the mud are sharks and they once again smell blood in the water. However, I doubt the player understands the full extent of what is going to happen if it continues. A hand full of defenders against 7 Ajahs, the Gaidin, and the Valon guard does not seem like a fair match. Not to mention Tear is pincered between two clans that would love to see it fall, and Andor is tied to Tar Valon… Their only hope would be for Cairhien to come to their aid, but as much as Cairhien bulks the Tower, they are not going to risk going to war against the Clans that are needed to make the compact of nations again should the Aiel cross the spine.

The Tower is mighty; however, it is not the only one affected by world events. Chloro as a character thinks big picture, small picture is not a luxury the Grays can afford.

Now, as I see it, player wise (this post is ooc btw), Santino received no punishment for the falsehoods he spewed and disappeared a few weeks after he started it leaving others to finish. The player now starting things was part of the Mayene discussion and by my estimate is using bad character separation. But that is only my opinion, everyone is entitled to one.

As an aside here is how Chloro could potentially handle a conflict with Tear. Yawning in a Tea room while reading a good book… When Aes Sedai or Tar Valon start rp, much research goes into it, we look at the logistics, who could be affected, what damage it could cause, and can it be brought to and end. All I see lately is pk clans doing a, and forgive the Madtv reference “look what I can do!”. Without thought put into what’s going to happen, how this could blow back on their clan let alone them.

That is the difference between forced, and free flowing rp. There is more to do on the mud than start war. The wheel of time is a rich universe with near endless possibilities. If you don’t like the rp rewards, then don’t rp. I was once told Pk is like playing stocks, you might strike gold, or you might lose your shirt. Rp is like a savings account, doesn’t go up as fast, but the rewards are slow and steady. So far, the only clans I see complaining about rp, are the ones who have little to none within them.


This is the foundation of accountability on the mud. You start something, you better be damn well prepared to see it to the end, and deal with what ever the consiquences of your actions are. Remember, no one is harder on you than your fellow clanmates...

Lyla
Posts: 13
Joined: Wed Apr 10, 2024 8:45 pm

Re: Fostering an Accountable Community

Post by Lyla » Sun Jul 21, 2024 2:02 pm

Honestly, I think the player of Bakkus is taking a lot of risks and doing a lot to increase engagement right now. They're active on roleplay forums, they're engaging in RP, they're driving events, and they're making choices in character that other players need to develop IC responses to. Collaborating with Aldwyn to build on that story was a cool touch. Being the first to check mails and set a punishment for Lyla holding a light ball in Tear was honestly a masterstroke. As a player, logging in to see which country I've been banished from this week is a bit tiresome, but it also gives me a scaffold to build my own RP around.

What I would love to see from the Mayene event:
- More development, shocking reveals, rifts within involved clans, the Shadow taking advantage of the chaos, and a climactic resolution (preferably all within the next week or two, thanks ;) )
- Lots of QPs (through posted logs, rpkudos, limited time quests, tipsy imms who accidentally add a zero to single-digit integers) for anyone who participates in the event

Players and imms can both work together to see that these things happen.

What I would hate to see:
- Imms stepping in and saying "this isn't what we planned for the Mayene event" and issuing warnings to players for taking things in a different direction. I'd be surprised if they did this, because it would be bad and also I don't think they want to.
- Players no longer engaging with the event because the cost of engagement is too high.

On that second point: Lyla currently can't travel south or west of Emond's Field, east of Kandor, or north of Fal Dara without clan punishments. She also can't travel to Tear due to the banishment. She can technically travel to Mayene, but probably shouldn't.

Which leaves... RP in the town square? Herald quests? PK on the road between TV and FD? The first two are fine for QPs, but QPs alone don't advance a Tower character, and both keep her away from the exciting world event. PK is exciting, but Accepted don't get QPs from PK, and we lose 3 from every death. (Also I feel guilty about PK when Gaidin are around, because they face their own IC challenges when an Accepted dies, and I die a lot.)

This touches on Sarinda's earlier post, where rewards are scarce and the potential for punishments is high. It makes it hard to log into a character.

Bakkus
Posts: 59
Joined: Sat Oct 27, 2018 1:44 am

Re: Fostering an Accountable Community

Post by Bakkus » Sun Jul 21, 2024 8:52 pm

OOC

First and foremost this is entertainment, a break from our working lives and something I really enjoy.

I, Bill, have been playing the game since 2003. Not as long as some but certainly long enough to have experienced what the mud was like over the years.

I have always loved the southern clans and the friction between the clans down south.

I role play, pk, have written laws, broken laws, held council positions, been kicked from council positions, started wars, ended wars, negotiated treaties all the things that make this game interesting.

Currently I have been actively role playing and really enjoying it.

None of my actions in game are intended to diminish for others enjoyment. You can’t please everyone but I think this have become very interesting and we’re experiencing a lot of opportunities right now.

This makes me energised to keep trying new things and having fun.

I really don’t think I have ever had any issue with anyone in the mud other than Oraste and I was being immature at that time and I regret it. Sorry Oraste.


My characters typically have the best intentions of their clans and personal RP at heart and will continue to do so whether or not it ends poorly for any character. I accept the risk I take when playing in what I believe to be the spirit of the game.

I’m not weighing into recent happenings in this post as they are playing out elsewhere.

I will state however I will play how I wish to play and I ask that you play how you wish to play. In the long run we’ll meet at the middle.

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