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Staff Capacity
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@Tez said in Staff Capacity:
I want to engage with secrets and discover secrets. Playing an open hand game isn’t my idea of fun. Early Arx alpha/beta hype was a huge dopamine rush of discovery BECAUSE of the lack of knowledge.
lemme just…one sec…
kay, lol: this just doesn’t work as intended in a public MU environment, unless staff has a strong ability to keep the rate of plot exposure at least relatively the same for all the players.
I have a similar fondness for that style of storytelling and I think around a table of people who personally know and trust each other it’s a lot of fun, but as someone who did come in after few years, the intense focus on secrecy was an enormous turd in the otherwise mostly pleasant soup of the game’s culture in exactly the same way OOC masquerade made many WoD games huuuuge pits of toxicity.
expecting hundreds (or even just tens, to be real) of virtual strangers in this community with – to borrow phrasing someone else used here once – all the attendant social anxieties and mental health issues we have to keep huge fundamental gameplay/plot secrets from each other while the exposure gap just grew wider and wider was just…wild to me, in retrospect, and lead to some of the most deeply unsettling and very, very unfun player-to-player experiences I have ever had in the hobby.
I get that that was sort of a by-blow of the completely unintentional population explosion/popularity of the game, and that I’m not saying anything new necessarily? but like, I’ve been and will continue to be disappointed to see other games try to copy that specific part of Arx’s formula.
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I feel like players are the reason why a lot of people nope out of staff. Not everyone but once you get that bad egg, it can spoil the experience for being staff.
This is a me part to why I am not willing to admin on most games: documentation. Help on commands (a lot of games have ‘hidden’ commands from my experience because not documented), relevant info for players, lack of plot documentation. To me, staff side at least, plots should be fully documented so that if, say, JennyStaff decides she doesn’t want to be staff but leaves her balls on the floor for someone else to pick up JonnyStaff can pick them up and with a bit of ease continue where Jenny left off. Jonny might not do things exactly as JEnny had envisioned but he can pick it up and it not feel like something new is being thrown out when stuff feels unfinished. I might be a bit of a hypocrite here since I don’t ‘plan’ anything I GM out but I am very open about my plans for things in an over all sense. If you couldn’t tell, documentation is a big thing for me. I would rather slog through a bunch of info in the news/theme/setting info/help/plot details than try to remember this ‘well known thing.’
I would happily be admin who’s purpose is to make sure documentation is fully available for everyone, to appropriate people, and not be involved in anything else (unless wanted). I hate the unwritten rules and the unwritten ‘common knowledge’ stuff so many games do. If the rule is important, make it in your available info! IF it is theme info, make sure it can be found in your theme.
I went on a bit of a rant. Didn’t mean too.
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@icanbeyourmuse said in Staff Capacity:
I feel like players are the reason why a lot of people nope out of staff. Not everyone but once you get that bad egg, it can spoil the experience for being staff.
I shut my last game down because of the bad eggs. I sometimes regret it and think about re-opening, but I have another idea I have been working on. And I’m wanting to be a little more organized this time.
Plot information more available, some points written down so I have responses available faster, more of a back story, factions better fleshed out,etc.
I know it’s controversial but I’m planning to use ChatGPT to help make my writing clearer and help just get the stuff that needs out for people to read available. Not let it generate the stories mind you but clean up my thoughts and shit.
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@Roz said in Staff Capacity:
I’ve been mulling lately over seeing an issue that looks particularly prevalent for WoD/CoD games, which is “we have to keep this questionable staffer because we don’t have anyone to replace them to run this sphere.”
It feels like the splat/sphere system can be especially difficult for managing staff, because – from what I’ve seen, and my experience in WoD is admittedly limited!! – it seems like oftentimes, staff just don’t know all the other spheres.
This is really why I think WoD/CoD games should be heavily sphere-limited. It’s also just a better experience for the players.
Maaaaybe you can have Vamp and Werewolf on the same game because it’s a familiar chocolate/peanut butter combo to people and the systems seem to have the fewest wild differences (not sure about NWoD/CoD, don’t @ me).
But Changeling? I haven’t witnessed good integrations of it and as much as I love Mage to death, that’s the Sphere that needs to be off in its own little corner for everyone’s good.
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Documentation, whether of admin stuff like player so and so did this thing to player so and so, or of plot points that GMs have to know is the lifeblood of a game in my not all that humble opinion.
A strong centralised GM can keep the show running story-wise until they burn out. Some people don’t burn out.
Once players get the feeling that they can take advantage of the system by sucking up to Admin A who will then do favours without telling Admin B – the game is done for. Players who can’t trust staff vote with their feet. I’ve seen several games crash and burn this way.
And that’s why we document on Keys to the point of anal compulsive. Every little change warrants a request so that later on, that player’s name can be searched on in the jobs archive and their entire history with staff can be revisited.
I’d never staff with people I don’t trust – but I have trusted and been wrong before.
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@L-B-Heuschkel said in Staff Capacity:
Some people don’t burn out.
Mmmn, this isn’t really true.
It’d be more accurate to say that they haven’t burnt out yet. It can absolutely happen at any time, like an aneurysm.
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There’s also the problem where WoD spheres, at least oWoD (I’ve no personal experience with nWoD) are just so fucking everywhere with power levels. Most Garou kick the everliving shit out of most vampires. Mages can vaporize everyone with a sneeze. Hunters…hahaha. I have no idea where Changeling sits because I’ve never tried it, and literally no one in the history of ever has played Wraith (shut up, you’re lying). They’re not designed to have a bunch of PCs playing them at the same time with each other, and while that’d be a delicate balance with tabletop, it’s got to be a nightmare on a MUSH.
I also think an OOC masquerade is just terrible for a WoD game. It seems to cause way more problems than it solves.
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@kalakh said in Staff Capacity:
There’s also the problem where WoD spheres, at least oWoD (I’ve no personal experience with nWoD) are just so fucking everywhere with power levels.
It’s this thought that has me now believing that WoD games (and it does apply to nWoD in both versions) should be single (or possibly 2-3) sphere games. Full WoD crossover is just a nightmare mechanically.
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@MisterBoring said in Staff Capacity:
@kalakh said in Staff Capacity:
There’s also the problem where WoD spheres, at least oWoD (I’ve no personal experience with nWoD) are just so fucking everywhere with power levels.
It’s this thought that has me now believing that WoD games (and it does apply to nWoD in both versions) should be single (or possibly 2-3) sphere games. Full WoD crossover is just a nightmare mechanically.
It could work, if games took the time to thoughtfully integrate the spheres in a way that made sense. But IME a lot of WoD/CoD games became willfully Balkanized, with both the players and the staff isolating themselves from other spheres, and basically just being separate games with a shared grid space. Which sort of worked, right until someone TSes the wrong person, or has a brawl in the wrong bar, and suddenly a whole fucking sphere boils out to do battle. Or something goes up on a board in public, but Wolf Staff doesn’t want to touch icky Vampires so if you’re a vamp don’t think about asking questions about this, it’s a sphere plot.
I would love to see more single-sphere games because it seems to be what a lot of players really want. But a lot of players also still have the idea that ‘well, if there’s not at least thirty people on, it’s a dead game’.
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@Pyrephox said in Staff Capacity:
I would love to see more single-sphere games because it seems to be what a lot of players really want.
Amen. My favourite WoD game remains Requiem for Kingsmouth. It wasn’t perfect, not by a long shot, but it was a single-sphere Vampire the Requiem game - with mortals and, I think, psychics and shit too, but Vampire was the main driving force. The single-sphere approach allowed the whole game to be designed around mechanics vampires use: Territory, hunting, influence, etc.
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Also OOC masquerades are often laughably dimwitted and flimsy.
Yeah, I see you, obvious Nosferatu. You wrote up that character at 3 am on a fucking Dennys napkin and me pretending to not know what this is makes us all a little dumber.
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@SpaceKhomeini I still feel like OOC Masquerade derives from the old RPI MUD mindset, where literally any communication OOC about anything about IC events constitutes cheating and can be a ban worthy offense.
Whereas in MUSHes, particularly post-Everquest, the people left generally have more of a collaborative, tabletop mindset. Around the tabletop you know who the other players and the storyteller are, and you’re working together to make something fun.
In an RPI MUD, if I reach out to a player to choreograph the starting of a rivalry, I’m gonna get banned. In a Tabletoppy MUSH, I’m going to have a great time.
I still want to see a game with open character sheets.
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@Polk this is amazing
tell us more about your thoughts on staffing WoD games
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@hellfrog said in Staff Capacity:
@Polk this is amazing
tell us more about your thoughts on staffing WoD games
I mean, if you want to be constructive, I’m happy to. But we both know this post wasn’t made with a constructive intent.
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@Polk There’s no rule that every single post in the Game Gab forum has to be constructive. The description is: ‘Conversations and questions about current, upcoming, and advertised games and the hobby as a whole.’
We just aren’t in the Rough and Rowdy section, so we can’t be rough or rowdy, but that in no way means that we all have to collectively forget what you just did to a game that you were staffing on, as we talk about Staff Capacity.
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Give it a decade, and some folks might let you talk about it.
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@Pavel I don’t intend to start asking for permission.
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@Pavel said in Staff Capacity:
@Pyrephox said in Staff Capacity:
I would love to see more single-sphere games because it seems to be what a lot of players really want.
Amen. My favourite WoD game remains Requiem for Kingsmouth. It wasn’t perfect, not by a long shot, but it was a single-sphere Vampire the Requiem game - with mortals and, I think, psychics and shit too, but Vampire was the main driving force. The single-sphere approach allowed the whole game to be designed around mechanics vampires use: Territory, hunting, influence, etc.
Requiem was great in its focus, although it absolutely ran into staff capacity issues despite being single-sphere. Which goes back to, I suspect, needing to be aware of how many PCs you can comfortably support per staffer, and being willing to close the game until your staff capacity increases.
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@Pyrephox said in Staff Capacity:
@Pavel said in Staff Capacity:
@Pyrephox said in Staff Capacity:
I would love to see more single-sphere games because it seems to be what a lot of players really want.
Amen. My favourite WoD game remains Requiem for Kingsmouth. It wasn’t perfect, not by a long shot, but it was a single-sphere Vampire the Requiem game - with mortals and, I think, psychics and shit too, but Vampire was the main driving force. The single-sphere approach allowed the whole game to be designed around mechanics vampires use: Territory, hunting, influence, etc.
Requiem was great in its focus, although it absolutely ran into staff capacity issues despite being single-sphere. Which goes back to, I suspect, needing to be aware of how many PCs you can comfortably support per staffer, and being willing to close the game until your staff capacity increases.
From what I know of the behind-the-scenes stuff it was absolutely about staff capacity but from a different angle. Specifically, it was about one person and their vision, and their recalcitrance when it came to accepting help because it would “spoil their vision.”
Some games can absolutely be run by one person, RfK was not one of those games.
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@Pyrephox said in Staff Capacity:
Requiem was great in its focus, although it absolutely ran into staff capacity issues despite being single-sphere. Which goes back to, I suspect, needing to be aware of how many PCs you can comfortably support per staffer, and being willing to close the game until your staff capacity increases.
The ratio of PCs per staffer is also going to vary based on how much administrative overhead there is. Obvious statement, maybe, but with something like Keys you can get by with a lot fewer staff than something like Arx.