I have so many Feelings about this, haha
Can it be done elegantly? I have no idea, because the places I’ve seen it done or tried to do it myself were not particularly elegant games to begin with, and also inherent in running adversarial factions is the feeling of loss.
These are my main thoughts about it:
- It’s fun to win and it sucks to lose
- The amount of empathy, perception, and emotional intelligence required to navigate point #1 is vanishingly rare in any group of humans who compete for fun, be that mushes or video games or dog sports (did you know there are hobbies with crazier people than MUs) or anything else.
People spend a lot of time on their characters, a lot of time on their games/factions, and RL is hard and shitty. All of that means that nobody wants to come home from work after a long shitty day and fail to achieve whatever it is they wanted to do because the other faction won today. It feels bad in a way people don’t like and sometimes have outsized reactions to. Sometimes it feels bad in a very personal way, and people do lash out against that.
How do we keep it fair enough that people will accept a loss without thinking it’s the end of the world? I don’t know, honestly. A few things can be tried, all with their pros and cons.
Pre-determined Staff Verdict: X will win the contest of this particular goal/fight and Y will lose
- Takes away some of the drama around player machinations
- Is somewhat boring
- People complain about staff favoritism
- People complain about railroading
Organic Player Clash: X and Y just run into each other/into the same goal they both want, and go for it via whatever measures are at least sort of understood
- Exciting
- Total fkn chaos
- If something is unclear about how to resolve a conflict, this is really going to become apparent
- People complain about the other side being unfair
Arranged Events with Strict and Orderly Rules: Staff has set specific parameters within which X and Y can compete and determine an outcome
- The rules need to be spectacularly clear with no room for doubt
- People complain about staff favoritism anyway
- People complain about any possible reason the other adversary could be better: More active players, timezone favors them, dino characters/FCs with better sheets, they have better gear we can’t get, etc etc
You can navigate around this stuff as best you can by trying to have those very clear rules, lots of transparency, and as much give and take between “winners” as the story will support. It’s just hard.
In terms of everyday RP, adversarial faction encounters are some of the best fun and the worst drama IMO. Everyone wants to look cool and come out on top, nobody wants to “lose”, even if it’s just social banter. Some of my favorite scenes of all time have been with opposing factions, but no amount of carrying the idiot ball, pulling punches, making sure people aren’t taken out of action, and being kind and sensitive OOC ever got everyone on board with me. Some people hated me because I was on the adversary team, and there was no way to change their minds on that.
Adversarial factions are really fun, really exciting, and I honestly do love them, just as I love PVP. But like PVP, it’s extremely hard to separate those big feelings from the drama that ensues.
I would love to see it work without the drama. If there’s a game that can do it I’d be there. Humans are messy though, and that can be difficult to sort out online. Or anywhere, lol.