To put it into context, this is something that I didn't realize until after I left and had a chance to really review how other plot staffers work. My feelings while a staffer may have been a symptom of this, but I didn't realize it at the time. I feel that I should also say that that post wasn't meant to be a bag against other staffers; they have a lot on their plate. The point of that whole thing is that well organized plot staffers shouldn't need to commit unhealthy amounts of time or effort to the game. I think I lost that point somewhere in there amidst some "survivor's angst," but there it is.Kinaed wrote:Can you clarify?Leech wrote:No amount of hiring is going to help you when the initial organization for a plot staff is not there.
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Before I explain, let me say that I consider an effective plot staff (plural) one that can:
1. Teach and enforce (or model, depending on your MUD's culture) established theme via their RP.
and
2. Promote accessible metaplot(s) among the playerbase and progress the game towards a climax that pushes the theme and story forward and provides reasons for players to affect lasting change, whether to self, others, or their environment.
There are more things, but that's definitely a conversation to be had for more experienced people than me. TI: Legacy is unique in comparison to the more popular RP MU*s in the regard to story staff in a few ways. Primarily, you only ever get one person at a time committed to doing it. I'm not sure if I've ever seen that work for a population over about fifteen players on at peak, and especially not in a setting with as many different spheres as TI: Legacy. A lot of RP MU*s tend to split their story team up into spheres -- for example, Armageddon has one for every couple of clans, or a couple for a city. I definitely don't think Legacy needs to go that far into it, but I think a story lead (Temi by de-facto!) with one, or maybe two people split between lawful and unlawful RP spheres would be good. That brings me to my next difference: what these storytellers actually do.
Plot staff in other games generally have much more variety in their roleplay. They puppet NPCs that characters interact with dynamically, they enforce the theme by modelling it to precision in the actors that they bring to life. This can be either on the fly: some places have a system in place that echoes all interactions targeted at an NPC into a staff-viewable channel. Other places have players who want to interact with an NPC flag those plot staffers in some way by which these requests can be organized and used to hold players accountable to their requests. Staff storytellers aren't just concerned with making those large scenes with huge turnouts and involvement. It's not about the 'monster of the week' so to speak, but about enforcing the theme, as stated in point one, by modelling it. By simulating the world you want your players to be in.
A short anecdote: my best memory as a story staffer here was not doing any of those big-budget scenes, but rather my best memory was the time I possessed a crow and had them caw over a group of players and creepily stick around. Thematic, realistic, and creepy. I loved it.