Civetta's post in 06/13/2020 / Header Plot Experiences And Issues
Posted: Sat Jun 13, 2020 5:50 pm
Civetta takes a deep breath in before starting: "A caveat before I begin, this is a rough topic, I
volunteered to fall on this sword because every time it's come up in the past it's been either shot
down or so completely misinterpereted as to be rendered pointless so I am going to try to clarify
some of the points after having talked with a variety of people."
"1) Many of the GLs, and people in highly politicized positions like knights, inquisitors, civil
servants have begun to feel like they have a lack of agency in the world and affecting kingdom
politics. A couple months ago this got spun out into a really distracting conversation about whether
or not Ducal capitals should be built out. Which I feel was the wrong focus entirely.
As an example of this powerlessness Lyonie is a member of the Royal Council an advisor to nobility on legal,
historical, millitary, and civil administrative topics, but in court settings has been expected to
act like a glorified guard which is honestly the least interesting and compelling part of the Reeve
universe. The previous two court sessions have been extremely stifling in terms of RP hooks and the
message has been you the players keep the city metrics stable (always unstable by design) and let us
the NPCs handle anything not immediately involved with grid.
This frustration with feeling impactful
lead to one player sacrificing their character (Ianthe) with behavior that caused staff to change
travel policy in a way that is quite possibly going to negatively impact the horizons of roleplay,
because they literally tried everything they could possibly think of to affect a positive result on
a plot header. Which brings me to:"
Civetta continues, "2) With regards to the current header and earlier related ones, most of the
players interacting with it have expressed frustration that it's impossible to get a positive
response to plots or plans, the whole situation has the deck stacked to neutral or outright
negative. This has caused frustrations: the Samael Dynasty is a product of years and years of player
and staff cooperation in changing the history of the world.
The new focus on harmonism feels like
it's come out of left field in the context of sevenish years of similar headers that have been
focused on how to let players collaboratively influence the world, this feels wholly antagonistic
but antagonistic in a way that's patently unwinnable. On a concerning note all of this stuff seemed
to crop up around the same time S. was banned and has felt like a concerted effort to systematically
erase every single one of her contributions to the game world.
Even if this isn't the case, there has been frustration with the way in which plots have unfolded:
a deeply disliked GL acts alone with limited resources in the middle of a gambit against her leadership
and immediately changes the face of the game world in a matter of days, uprooting and undermining
months and even years of planning and RP that characters have been looking forward to.
Contrast this to dealing with the current
header: a plurality of players and a majority of deeply beloved and well connected GLs have poured
thousands upon thousands of silver, hundreds of IP and QP into plots to affect this header and have
been progressively losing ground over the better part of a year."
Civetta claims, "It's frustrating even trying to rope anyone into such a header because every NPC
seems to be infuriatingly neutral so you try to find a tailor made PC and their NPC family and find
a place in this world and these problems for them and then they too start hitting these brick walls
and having trouble finding reason to continue. Long, convoluted but brings me to:""
Civetta continues "3) Staff has increasingly been turning the focus of the game towards automation
and gamification by virtue of being a small group of volunteers with busy lives. This is fine if
these systems work or make sense.
A few examples here :
A) Theodora is an Entrenched GL, she starts a
plot to interact with one of her subordinates the Court Bard of Vandago and is informed that said
subordinate will not cooperate with her interests or provide her with information. She now has no
recourse to leverage her authority as GL vis a vis impacting the world.
B) GLs have a number of
guild specific mechanics they can use to impact the world. Guilds have used every single one of
these with global effects in regards to the current header target; Exile, Excommunication, Warrants,
Redlist, and Blacklist. These have had entirely negative affects with regards to the progress of the
header. Doing nothing would appear to produce better results.
C) NPCs are supposed to be living
breathing people with aspirations, ambitions, connections and interests yet in plot after plot NPCs
have either supported Roland outright or been neutral on the matter of Roland. The few exceptions
are the Lithmorran domains immediately connected with the current dynasty.
We're told that x, y, and z domains support Roland but when we dig down and look at the history of those domains they actually
have a reason to support the current dynasty: a player was astonished to discover that the Sevois of
Endridge have been backing Roland and that if all the knights venerable supported Estella that would
also include the Sevois and the likes of Paer de Laern (and those who were trained by him) if he yet
lived who were all outstanding supporters of the present dynasty. Which leads me to:"
Civetta concludes, "4) This is about player agency writ large. TI is so outstanding because it has
been so comitted to creating a world that the characters that we play can leave an oversized impact
on if we make a concerted effort to. It feels, playing these days that there's a concerted effort to
move the theme of the game away from this central conceit and that the interactions between staff
and players as far as the -story- we are telling is concerned have become antagonistic instead of
collaborative. Whenever this gets brought up here in the weekly meetings we are asked to stop
because it negatively impacts staff morale but by shutting down such frustrations player morale is
diminished and so we end up talking around each other instead of addressing what's really getting
people chapped.
"In conclusion, I'm hoping discussing these problems with communication can fix it in terms of
feedback and staff reaction going forwards, and that maybe we address what can be done if fatigue is
an issue for staff. I do want to express that managing a rump state in decline with player agency
seeming to have no impact, isn't fun. Some of us feel we're being denied a chance to explore and
celebrate the theme that we got to watch our predecessors create."
Civetta adds "Some personal caveats here, social RP, political RP, player history and metaplot are
my favorite parts of games, this isn't 'plot fatigue' so much as a lack of feeling like big
important characters doing big important things is doing a heck of a lot of nothing anytime it comes
up. I think some of the previous instances of 'plot fatigue' have been this too, and someone asked
me to bring up this post from last october:
https:/ti-legacy.com/forums/viewtopic.php?f=8&t=2163&start=10"
Civetta chirps "Second, a reminder to players.
You get a free plot against headers while they're active every week. I know most of the GL players I
have been playing with do their best to involve characters with kingdom scale headers but you don't
need them to do that if you wanna do stuff. If you are having trouble thinking of ideas of how to
into politics stuff grab a GL or, if any show up, grab an apped in titled noble, they are constantly
in need of engaging RP like that to keep them from fading away into nothing."
Civetta winds down,
"Lastly from me and I'll shut up and let everyone else talk, stuff going on in the world has been
big and incredibly stressful and life changing and things going slow is completely understandable,
this isn't necessarially about pacing either, it's about having at least a few crunchy next steps
and things we can latch onto and have as RP hooks when we engage with NPCs instead of every response
appearing as noncomittal neutrality."
volunteered to fall on this sword because every time it's come up in the past it's been either shot
down or so completely misinterpereted as to be rendered pointless so I am going to try to clarify
some of the points after having talked with a variety of people."
"1) Many of the GLs, and people in highly politicized positions like knights, inquisitors, civil
servants have begun to feel like they have a lack of agency in the world and affecting kingdom
politics. A couple months ago this got spun out into a really distracting conversation about whether
or not Ducal capitals should be built out. Which I feel was the wrong focus entirely.
As an example of this powerlessness Lyonie is a member of the Royal Council an advisor to nobility on legal,
historical, millitary, and civil administrative topics, but in court settings has been expected to
act like a glorified guard which is honestly the least interesting and compelling part of the Reeve
universe. The previous two court sessions have been extremely stifling in terms of RP hooks and the
message has been you the players keep the city metrics stable (always unstable by design) and let us
the NPCs handle anything not immediately involved with grid.
This frustration with feeling impactful
lead to one player sacrificing their character (Ianthe) with behavior that caused staff to change
travel policy in a way that is quite possibly going to negatively impact the horizons of roleplay,
because they literally tried everything they could possibly think of to affect a positive result on
a plot header. Which brings me to:"
Civetta continues, "2) With regards to the current header and earlier related ones, most of the
players interacting with it have expressed frustration that it's impossible to get a positive
response to plots or plans, the whole situation has the deck stacked to neutral or outright
negative. This has caused frustrations: the Samael Dynasty is a product of years and years of player
and staff cooperation in changing the history of the world.
The new focus on harmonism feels like
it's come out of left field in the context of sevenish years of similar headers that have been
focused on how to let players collaboratively influence the world, this feels wholly antagonistic
but antagonistic in a way that's patently unwinnable. On a concerning note all of this stuff seemed
to crop up around the same time S. was banned and has felt like a concerted effort to systematically
erase every single one of her contributions to the game world.
Even if this isn't the case, there has been frustration with the way in which plots have unfolded:
a deeply disliked GL acts alone with limited resources in the middle of a gambit against her leadership
and immediately changes the face of the game world in a matter of days, uprooting and undermining
months and even years of planning and RP that characters have been looking forward to.
Contrast this to dealing with the current
header: a plurality of players and a majority of deeply beloved and well connected GLs have poured
thousands upon thousands of silver, hundreds of IP and QP into plots to affect this header and have
been progressively losing ground over the better part of a year."
Civetta claims, "It's frustrating even trying to rope anyone into such a header because every NPC
seems to be infuriatingly neutral so you try to find a tailor made PC and their NPC family and find
a place in this world and these problems for them and then they too start hitting these brick walls
and having trouble finding reason to continue. Long, convoluted but brings me to:""
Civetta continues "3) Staff has increasingly been turning the focus of the game towards automation
and gamification by virtue of being a small group of volunteers with busy lives. This is fine if
these systems work or make sense.
A few examples here :
A) Theodora is an Entrenched GL, she starts a
plot to interact with one of her subordinates the Court Bard of Vandago and is informed that said
subordinate will not cooperate with her interests or provide her with information. She now has no
recourse to leverage her authority as GL vis a vis impacting the world.
B) GLs have a number of
guild specific mechanics they can use to impact the world. Guilds have used every single one of
these with global effects in regards to the current header target; Exile, Excommunication, Warrants,
Redlist, and Blacklist. These have had entirely negative affects with regards to the progress of the
header. Doing nothing would appear to produce better results.
C) NPCs are supposed to be living
breathing people with aspirations, ambitions, connections and interests yet in plot after plot NPCs
have either supported Roland outright or been neutral on the matter of Roland. The few exceptions
are the Lithmorran domains immediately connected with the current dynasty.
We're told that x, y, and z domains support Roland but when we dig down and look at the history of those domains they actually
have a reason to support the current dynasty: a player was astonished to discover that the Sevois of
Endridge have been backing Roland and that if all the knights venerable supported Estella that would
also include the Sevois and the likes of Paer de Laern (and those who were trained by him) if he yet
lived who were all outstanding supporters of the present dynasty. Which leads me to:"
Civetta concludes, "4) This is about player agency writ large. TI is so outstanding because it has
been so comitted to creating a world that the characters that we play can leave an oversized impact
on if we make a concerted effort to. It feels, playing these days that there's a concerted effort to
move the theme of the game away from this central conceit and that the interactions between staff
and players as far as the -story- we are telling is concerned have become antagonistic instead of
collaborative. Whenever this gets brought up here in the weekly meetings we are asked to stop
because it negatively impacts staff morale but by shutting down such frustrations player morale is
diminished and so we end up talking around each other instead of addressing what's really getting
people chapped.
"In conclusion, I'm hoping discussing these problems with communication can fix it in terms of
feedback and staff reaction going forwards, and that maybe we address what can be done if fatigue is
an issue for staff. I do want to express that managing a rump state in decline with player agency
seeming to have no impact, isn't fun. Some of us feel we're being denied a chance to explore and
celebrate the theme that we got to watch our predecessors create."
Civetta adds "Some personal caveats here, social RP, political RP, player history and metaplot are
my favorite parts of games, this isn't 'plot fatigue' so much as a lack of feeling like big
important characters doing big important things is doing a heck of a lot of nothing anytime it comes
up. I think some of the previous instances of 'plot fatigue' have been this too, and someone asked
me to bring up this post from last october:
https:/ti-legacy.com/forums/viewtopic.php?f=8&t=2163&start=10"
Civetta chirps "Second, a reminder to players.
You get a free plot against headers while they're active every week. I know most of the GL players I
have been playing with do their best to involve characters with kingdom scale headers but you don't
need them to do that if you wanna do stuff. If you are having trouble thinking of ideas of how to
into politics stuff grab a GL or, if any show up, grab an apped in titled noble, they are constantly
in need of engaging RP like that to keep them from fading away into nothing."
Civetta winds down,
"Lastly from me and I'll shut up and let everyone else talk, stuff going on in the world has been
big and incredibly stressful and life changing and things going slow is completely understandable,
this isn't necessarially about pacing either, it's about having at least a few crunchy next steps
and things we can latch onto and have as RP hooks when we engage with NPCs instead of every response
appearing as noncomittal neutrality."