Are clans too nice to their minions? Derail from Depressing Death

Started by musashi, June 03, 2012, 06:59:54 PM

Continue that conversation here. Not in the depressing deaths thread please.
Quote from: Marauder Moe
Oh my god he's still rocking the sandwich.

No.

But I'm sure they're exceptions. But in my 2 years of playing arm (wow.. already?), I can count off a few real long lived leaders, who were real bastards to the 'minions'.

Some will be nice. Others will treat you like shit. If you're a breed, you deserved it anyway...

On a side note.. Being a good leader doesn't not (at times) go hand in hand w. being nice.. And besides it creates good drama and some nice good 'ol stab you in the back plots.

It's a harsh world.. Remember?
Czar of City Elves.

I don't think every clan is like this, but I think sometimes you'll get someone who is too nice, yes. Nobles should not care about disagreements between their employees, nor should they give a shit unless it adversely effects something. A lot of things get blown way out of proportion and it would be nice to have characters and groups as a whole demonstrate "thicker skin". Telling someone to "fuck off" or a rude instance does not equate to extreme violence or pulling political favors. The risk to reward factor just isn't there.
Quote from: Fathi on March 08, 2018, 06:40:45 PMAnd then I sat there going "really? that was it? that's so stupid."

I still think the best closure you get in Armageddon is just moving on to the next character.

I think it's more important to be fair to minions than be nice.  Treat them with dignity.

Only been in a low number of clans, but this question varies per clan, I figure. Your average Byn sergeant or Guild leader can afford to be more of a bastard than an Elven tribal or a GMH merchant could be.
Quote
You take the last bite of your scooby snack.
This tastes like ordinary meat.
There is nothing left now.

I find most clans to be the same if they have similar MOs.

All you're really varying is what days you should be doing this that and the other.

Really though the clan is just some colour to add to your Arpeez.

I think most of you are missing the point my post was intended to address, which is that entire networks of clans are often mobilized to DEFCON-1 because of relatively minor slights.  I don't really care about whether your Sarge gave you a nice sword or let you off latrine duty--that's not what I was talking about.
Quote from: WarriorPoet
I play this game to pretend to chop muthafuckaz up with bone swords.
Quote from: SmuzI come to the GDB to roleplay being deep and wise.
Quote from: VanthSynthesis, you scare me a little bit.

I think there is an inherent OOC problem with people really treating minions as they should...

That problem is when you have an active group of clan members it is great, but when two or three of those members die/vanish/quit/store then suddenly the clan dies down and its in a lull state which in turn often causes more clan members to go do stupid things for entertainment(die) or store.

So, leaders might want to treat their minions like shit but also have a somewhat OOC obligation to keep the clan running, right?  I think its a hard thing to balance properly.  I think it would be pretty nice though to let the lower rungs of clan members and other commoners work out their own differences without having the DEFCON-1 style of reaction that Synthesis is talking about.

The boss could react based off certain conditions, too.  1.  It this going to mess with my business?  2.  Is this person important to the House, or just some recruit/minion/not even involved in anything I am currently doing specifically.  3.  Is this person human?  4.  Have they annoyed/whined to me in the past?  Is this a "cry wolf" whiner situation?  5.  What have they done for me lately?  6.  Who is the one causing the problem?  Would it be more beneficial for me to side with them on this, and thus gain some type of favor?  7.  Do I really care?

I think being the boss is tough, and I commend all bosses for doing a good job... because its hard to do!


"Too nice" is a relative term that loses significance when you are observing how a clan leader PC acts as someone who isn't the player of said clan leader PC. Pretty much every possible response by a clan leader to any clan situation can be justified in some way. And overall it doesn't really matter from an OOC perspective how a player chooses to play their character, so long as it's within the bounds of the documentation. If you have a problem with how a clan leader treats their minions ICly, bring up the problem IC. A bunch of stuff can arise from a situation where your PC observes a clan leader treating one of their employees too leniently/favorably/unfavorably.

As for the problem brought up initially by Synthesis, clans getting into huge conflicts for relatively minor reasons, I've seen it happen only occasionally over the past five years and don't really have an opinion either way about it. It is kind of realistic that the stupidest, smallest things snowball into something much bigger, but I think that change should be gradual. It shouldn't jump from DEFCON 5 to DEFCON 1, but I don't have a problem with theft of a pack taking things from 5 to 4, efforts to get the pack back taking things from 4 to 3, political accusations and character assassination making things go to 2, etc.

That sort of conflict is one of the things that makes clan life preferable to indie life from an "OOC enjoyment" standpoint, in my opinion.

It should probably matter more (or less) depending on whether that guy is lifesworn, has put in a few years' work into the organization, and/or holds a position of leadership. That's how it's supposed to work, anyway. I remember physically watching the assassination of one of my GMH's officers but because he wasn't lifesworn the House didn't want to do anything about it.
Quote from: Fathi on March 08, 2018, 06:40:45 PMAnd then I sat there going "really? that was it? that's so stupid."

I still think the best closure you get in Armageddon is just moving on to the next character.

I remember an event where my character (established fighter) was asked by a superior to guard another soldier on patrol of lesser ability.

"He aint wounded, he aint precious - he can guard himself."

My PC wasn't interested in playing meatshield for a perfectly capable, armed and healthy PC soldier simply because the other guy was newer
and obviously not warrior classed. Gotta pull your weight in the unit baby boy.

Simply - sometimes a clan leader is going to promote preservation and sometimes it's up to the clan to establish the rough and tumble.
The leader PC's probably have too much on their plates already.
Anonymous:  I don't get why magickers are so amazingly powerful in Arm.

Anonymous:  I mean... the concept of making one class completely dominating, and able to crush any other class after 5 days of power-playing, seems ridiculous to me.

Title should be: Are clans to protective of minions.

I think that it actually used to be much worse...many years ago. If you pulled something on somebody clanned, often that clan staff would get involved in catching your ass and giving you a beat down...that was bad.

Today I do not see that, in fact I do see things go the other way, specially if not lifesworn, at which point clan staff actually makes sure the PC clan leaders know that the clan chisel is more important and to stop wasting time and resources.

As to PC clan leaders being protective, sure, and that is understandable, getting good long lived PCs in your clan is hard.
And I do not mind it myself, I at least stand a fighting chance against PCs. IE:Fun.
A gaunt, yellow-skinned gith shrieks in fear, and hauls ass.
Lizzie:
If you -want- me to think that your character is a hybrid of a black kryl and a white push-broom shaped like a penis, then you've done a great job

I'd like to thank arma's old farts for sharing their viewpoints. I hope the trend X-D mentioned continues.
Useful tips: Commands |  |Storytelling:  1  2

There's also a consideration that many clans (formally or informally) take measures to protect their public image.

So, let's say Aide Amos and Bynner Bemos get into an argument/brawl.  Amos's Lord certainly can't having the public think it's OK for a lowly mercenary to strike house employees, and may very well call in his Kruth-night templar friend to come deliver a public lashing to the Bynner.  However, behind closed doors, it's also fairly likely that Amos will be disciplined for being stupid and causing trouble with the rabble.

I think there are multiple reasons why leader PCs may coddle their minions and many of them are good IC reasons.  Nonetheless, I support the sentiment of Synthesis's couple quips.

I think there is a distortion of the supply and demand for potential hirelings in the eyes of leader PCs.  In my opinion, to a leader PC in a given city there is often a limited pool of hireling PCs compared to the large number of positions that multiple PC clans are trying to fill.  Thus OOC'ly the hiring scene can often play out like a "sellers' markers" where the potential PC hirelings shop around to get the best deal, which can include shopping around for a coddling and nonjudgmental employer PC who is willing to overlook many flaws in their PC employees and who may also go to war to protect their low level PC "snowflakes."

IC'ly though, IMO, the hiring scene should be a "buyers' market" where there are lots of virtual NPCs willing to fill any paying job offered by a clan because having a paying clan job would immediately put them in the Zalanthan 1%.  If it's a buyers' market then the leader PCs can treat their new and low level minions like the expendable and fungible cogs that they are.  In that case if the minion acts up they're kicked out or harshly taught a lesson because hey, even if the minion gets pissed and leaves it's no big deal because there are hundreds of (virtual) people willing to fill the vacancy.  Furthermore, if a minion receives some minor slight it's also not necessarily a big deal, because if the minion gets pissed that their employer PC didn't go to war for them then fine, just fire the minion and hire someone less sensitive.

If PC hires are as rare and precious as snowflakes, then they'll be treated as snowflakes.  But if they're as common as sand, then they'll be treated like dirt.

Edited to include links.
There is a tool for every task, and a task for every tool.
-Tywin Lannister, Lord of Casterly Rock, Shield of Lannisport and Warden of the West

Quote from: Red Ranger on June 04, 2012, 07:29:32 PM
If PC hires are as rare and precious as snowflakes, then they'll be treated as snowflakes.  But if they're as common as sand, then they'll be treated like dirt.

This has mostly been my experience within a clan. I've been a snowflake and a cluster of up your bathing suit chaffing you raw constantly sand. I've also been a precious snowflake who is a major pain in the ass for dealings outside the clan.

Even on Zalanthas you get more bees with honey so to speak, which means more spice sid, more awesomest gear, promotions, sleeping (okay sexing) in a BED, allies, reputation, silks, POWER.

The nicer you are to your employees, the more death they'll face for you. Unless they are masochists in which case, w00t.
I'm taking an indeterminate break from Armageddon for the foreseeable future and thereby am not available for mudsex.
Quote
In law a man is guilty when he violates the rights of others. In ethics he is guilty if he only thinks of doing so.

It's just supply and demand. Too many clans and not enough players. The clan needs you more than you need them. There are a lot of benefits but you'll probably be richer, not have to listen to a jerk boss, not be stuck solo rping or idling during strict schedules and so on, on your own. Templar or noble aides seem to be better because one per. Could be just my perception there.

I don't think they should limit amount of people joining a clan, other than footlocker reasons. People die off in droves, and the more people the more they will fight and leave anyway. Better to have one rocking clan than two sparse?

Quote from: Titania on June 05, 2012, 10:12:40 AM
It's just supply and demand. Too many clans and not enough players. The clan needs you more than you need them. There are a lot of benefits but you'll probably be richer, not have to listen to a jerk boss, not be stuck solo rping or idling during strict schedules and so on, on your own. Templar or noble aides seem to be better because one per. Could be just my perception there.

I don't think they should limit amount of people joining a clan, other than footlocker reasons. People die off in droves, and the more people the more they will fight and leave anyway. Better to have one rocking clan than two sparse?

Disagree on limiting. The point of all games, is to present challenges, and overcome them. If everyone's in the same clan, then the only challenge they will face (specifically with regards to being in that clan) will be "drama." The whole "my story is more better than yours, let's mudsex, who cares if the other 3 people can't stand watching us snog all day on hunts, hey you wanna spam-craft with me, my elf girlfriend is prettier than your breed girlfriend, I'm sleeping with your boyfriend, no wait I'm having your boyfriend's baby wah wah drama drama" really bad, cheesy soap opera shit.

That's what you end up with, when everyone is in the same clan. It becomes them vs. themselves, if only to have some kind of challenge that doesn't involve bahamet #475 or kryl pack #9999 or silt horror #20661.

When people are in different clans, they have built-in factions that are intended to create challenges. House A can't stand house B, house C has been vying for the senior position of the houses against House D for the past 3 senate meetings and lost. Merchant House A and B are always competing for customers on 10 particular items they both make, albeit differently, therefore, they want the best hunters because they don't want the opposing house to get all the scrab shells.

These are challenges that you have an opportunity to face, from the moment you don your clan livery. You can choose not to take it as a challenge, and get along with your opposing clan's members, but then yo uget the challenge of explaining it to the boss, which is a challenging consequence of a built-in  but rejected challenge.

It's not the micromanaged "soap opera shit" day in and day out. You can -still- have that soap opera shit, but you're not stuck with it just because everyone is in the same clan as you and you are forced to deal with them as a part of your job.
Talia said: Notice to all: Do not mess with Lizzie's GDB. She will cut you.
Delirium said: Notice to all: do not mess with Lizzie's soap. She will cut you.

Okay, I am going to be rude. But it all boils down to players not able to portray maturity. We have young players, we have also individuals who clearly aren't average joe by any standards, and to expect them to behave rationally in a desert world filled with death, destruction and betrayal is sort of a silly notion. Some players seem to think that we're all members of the Tudors or something, as well, playing up the drama. I've played MANY variants of standoffish and asshole-like characters over my time, and there are very rare instances where their behaviour was met with any sort of rationality. It is always "OMG YOU DISRESPECTED ME THE SLIGHTEST, TO ARMS!" sort of deal.

Thus it is obvious that clans care way to much about their employees if they get involved in their personal arguments and get roped into silly stuff like "let's kill Amos because he winked at my kank"..

/rant
Modern concepts of fair trials and justice are simply nonexistent in Zalanthas. If you are accused, you are guilty until someone important decides you might be useful. It doesn't really matter if you did it or not.

Quote from: Titania on June 05, 2012, 10:12:40 AM
It's just supply and demand.

I agree!  It's just OOC supply and demand trumping IC supply and demand, in my opinion.  For a human dominated city clan OOC'ly the supply of PC hirelings is small compared to the demand to fill PC positions.  This is one reason that employers are willing to overlook flaws and mistakes in their new PC hirelings and they're often willing to coddle or jealously defend their new and low level PC minions from even minor slights or threats.  IC'ly, though, the supply of (mostly VNPC) hirelings far exceeds the demand to fill clan positions.

One way to bring the OOC supply/demand into line with the proper IC supply/demand is to put a hard cap on the number of PCs that a given clan or clan leader may hire, which I gather Lizzie may favor.  Another way would be to cut down on the number of clans, as Titania seems to suggest.  If it were a question of only one or the other, I favor caps on clan hiring versus reducing the numbers of clans for precisely the reasons that Lizzie cites.

But there are additional ways to help correct the current situation of OOC hiring concerns directly contradicting and trumping IC hiring concerns.  This is a roleplaying game after all, and we're all supposed to be acting IC'ly based on IC concerns.  After all, isn't the OOC incentive for elves to ride mounts?  OOC'ly it costs the riding elf less stamina when they travel around, so what's not to like?   Isn't the OOC incentive for leader PCs to have magickers on the payroll?  After all, magickers are powerful and one magicker might be able to do the specialized work that any number mundane PCs can't.  Fortunately I haven't heard of a riding elf in many many years, and in my view the exceptions made for magicky PC employment in major clans have dramatically declined (though I guess maybe the exceptions made for magicky PC mudsex haven't declined).

My preferred solution to the problem that I see in the OOC versus IC supply/demand mismatch in PC hirelings is... more conscientious RP.  IC'ly hirelings don't have any rights, nor should they have a sense of entitlement to a good job with reasonable working conditions, those are silly RL notions that literally don't exist in Zalanthas.  Similarly employers shouldn't (typically) feel pressured IC to hire folks just to fill the ranks.  Having hirelings shouldn't be an important end in itself for most clan leaders, but rather Doing Something ImportantTM should be the end that is sought by PC leaders and IC'ly rewarded.  If Doing Something ImportantTM requires making exceptions when hiring PCs and then coddling those PCs (which could be often!) then great, but there should also be an IC downside to nobles hiring mumbly mouthed dwarves who can't even speak the King's Sirihish properly, to merchants that employ halfbreeds, or to any leader who has a reputation for flying off the handle over trivial injuries to their mek-fodder peons who will be dead in a month.

Align the OOC and IC incentives, people!  Let's RP!
There is a tool for every task, and a task for every tool.
-Tywin Lannister, Lord of Casterly Rock, Shield of Lannisport and Warden of the West

We need a 'like' button......Red Ranger is a genius.
Respect. Responsibility. Compassion.

QuoteMy preferred solution to the problem that I see in the OOC versus IC supply/demand mismatch in PC hirelings is... more conscientious RP.  IC'ly hirelings don't have any rights, nor should they have a sense of entitlement to a good job with reasonable working conditions, those are silly RL notions that literally don't exist in Zalanthas.  Similarly employers shouldn't (typically) feel pressured IC to hire folks just to fill the ranks.  Having hirelings shouldn't be an important end in itself for most clan leaders, but rather Doing Something ImportantTM should be the end that is sought by PC leaders and IC'ly rewarded.  If Doing Something ImportantTM requires making exceptions when hiring PCs and then coddling those PCs (which could be often!) then great, but there should also be an IC downside to nobles hiring mumbly mouthed dwarves who can't even speak the King's Sirihish properly, to merchants that employ halfbreeds, or to any leader who has a reputation for flying off the handle over trivial injuries to their mek-fodder peons who will be dead in a month.

Align the OOC and IC incentives, people!  Let's RP!

Exactly. RR has hit the nail on the head, imo.

Quote from: Lizzie on June 05, 2012, 10:52:27 AM
Quote from: Titania on June 05, 2012, 10:12:40 AM
It's just supply and demand. Too many clans and not enough players. The clan needs you more than you need them. There are a lot of benefits but you'll probably be richer, not have to listen to a jerk boss, not be stuck solo rping or idling during strict schedules and so on, on your own. Templar or noble aides seem to be better because one per. Could be just my perception there.

I don't think they should limit amount of people joining a clan, other than footlocker reasons. People die off in droves, and the more people the more they will fight and leave anyway. Better to have one rocking clan than two sparse?

Disagree on limiting. The point of all games, is to present challenges, and overcome them. If everyone's in the same clan, then the only challenge they will face (specifically with regards to being in that clan) will be "drama." The whole "my story is more better than yours, let's mudsex, who cares if the other 3 people can't stand watching us snog all day on hunts, hey you wanna spam-craft with me, my elf girlfriend is prettier than your breed girlfriend, I'm sleeping with your boyfriend, no wait I'm having your boyfriend's baby wah wah drama drama" really bad, cheesy soap opera shit.

That's what you end up with, when everyone is in the same clan. It becomes them vs. themselves, if only to have some kind of challenge that doesn't involve bahamet #475 or kryl pack #9999 or silt horror #20661.

When people are in different clans, they have built-in factions that are intended to create challenges. House A can't stand house B, house C has been vying for the senior position of the houses against House D for the past 3 senate meetings and lost. Merchant House A and B are always competing for customers on 10 particular items they both make, albeit differently, therefore, they want the best hunters because they don't want the opposing house to get all the scrab shells.

These are challenges that you have an opportunity to face, from the moment you don your clan livery. You can choose not to take it as a challenge, and get along with your opposing clan's members, but then yo uget the challenge of explaining it to the boss, which is a challenging consequence of a built-in  but rejected challenge.

It's not the micromanaged "soap opera shit" day in and day out. You can -still- have that soap opera shit, but you're not stuck with it just because everyone is in the same clan as you and you are forced to deal with them as a part of your job.


And I disagree with you. If you get too many in one clan I feel they will pare themselves down naturally. Death or rivalry will lead to losses, unless they are all lifesworn maybe. The clan won't be overloaded for long anyway. People will get bored or fight and be gone soon enough in my experience. Maybe yours is different.

Quote from: Titania on June 05, 2012, 10:12:40 AM
It's just supply and demand. Too many clans and not enough players. The clan needs you more than you need them. There are a lot of benefits but you'll probably be richer, not have to listen to a jerk boss, not be stuck solo rping or idling during strict schedules and so on, on your own. Templar or noble aides seem to be better because one per. Could be just my perception there.

I don't think they should limit amount of people joining a clan, other than footlocker reasons. People die off in droves, and the more people the more they will fight and leave anyway. Better to have one rocking clan than two sparse?

Quote from: LauraMars on December 15, 2016, 08:17:36 PMPaint on a mustache and be a dude for a day. Stuff some melons down my shirt, cinch up a corset and pass as a girl.

With appropriate roleplay of course.

I personally think there should be more clans open too. The added variety would bring more players around. Ever since Tor closed Allanak just doesn't feel the same. *sniffle* *sniffle* Or Oashi Elites could make a comeback. Sorry my post is focused on the south, but I know players have a decent amount of options in the North for hunting/soldier like houses, plus GMH's and the Byn.

But, le sigh, I'm just a derailing fiend.

On topic thought: I have not seen a lot of people play to what the docs describe in higher social status roles. Literally everyone not at the same level as you should be treated pretty much like a tool except in very rare circumstances. Power and social status are like gold in Armageddon and most nobles/merchant house family members hold that above everyone quite well, or atleast they should. >.>
Respect. Responsibility. Compassion.

Quote from: Nyr on June 05, 2012, 02:25:35 PM
Quote from: Titania on June 05, 2012, 10:12:40 AM
It's just supply and demand. Too many clans and not enough players. The clan needs you more than you need them. There are a lot of benefits but you'll probably be richer, not have to listen to a jerk boss, not be stuck solo rping or idling during strict schedules and so on, on your own. Templar or noble aides seem to be better because one per. Could be just my perception there.

I don't think they should limit amount of people joining a clan, other than footlocker reasons. People die off in droves, and the more people the more they will fight and leave anyway. Better to have one rocking clan than two sparse?





Sounds like someone needs to have a clan war and consume the smaller clans hehehe
Life sucks, then you die.

Quote from: Nyr on June 05, 2012, 02:25:35 PM
Quote from: Titania on June 05, 2012, 10:12:40 AM
It's just supply and demand. Too many clans and not enough players. The clan needs you more than you need them. There are a lot of benefits but you'll probably be richer, not have to listen to a jerk boss, not be stuck solo rping or idling during strict schedules and so on, on your own. Templar or noble aides seem to be better because one per. Could be just my perception there.

I don't think they should limit amount of people joining a clan, other than footlocker reasons. People die off in droves, and the more people the more they will fight and leave anyway. Better to have one rocking clan than two sparse?



Nyr I don't care if you smite me, I heart you so bad!
I'd be interested to see the stats on clanned versus unclanned.
I'm taking an indeterminate break from Armageddon for the foreseeable future and thereby am not available for mudsex.
Quote
In law a man is guilty when he violates the rights of others. In ethics he is guilty if he only thinks of doing so.

Quote from: Adj on June 06, 2012, 12:06:55 PM
So three step solution:
A: Add some new content into Arm and purge out some old content. Everyone asks for this all the time.

Many people do ask for this all of the time.  It is a little annoying to see solutions like this posted that (at first blush) ignore the actual work staff has done while at the same time pointing at a vague end result of "make more new stuff."  Metrics-wise we can (if we so choose) show you want has been added as new content into the game and what has been removed.

Quote
Also start a Tuluki-Allanaki war please. Or some sort of awesome war to get people picking sides, sending spies, etc... Old players would LOVE some changes and some additions and some epic-scale conflict.

Everyone asks for this as well.  We have responded to this before.  I would recommend searching for that one.

Quote
B: Not all of staff but some of you ruin it for certain people. Stop fucking with the players. If they get too powerful don't force retire. Really? Why would you do that to someone? Aren't you aware that is a 'good' thing for the game to have movers and shakers? That sort of thing would actually attract new players. FYI most people CONTINUE play for the potential glory their character can attain. Dont you realize how many people QUIT the game because of your actions sometimes?

There are a lot of mistaken impressions and assumptions here.  This has been responded to before, as well.  I would recommend reading up on that one, too!

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C: Actually do some better marketing you have an entire community of devout marketeers willing to help! From the perspective of a business owner the marketing in Arm is... pathetic.

We have players on the publicity board, we have threads about this stuff, you have the power to join in and ask to help!  :)

Of the three things you've mentioned, though, one of them you can assist with yourself and the other two are really too vague or incorrect to be parts of a solution.

If you have more that you'd like to discuss perhaps it should be its own thread.  This doesn't seem to have much (if anything) to do with the thread's premise.
Quote from: LauraMars on December 15, 2016, 08:17:36 PMPaint on a mustache and be a dude for a day. Stuff some melons down my shirt, cinch up a corset and pass as a girl.

With appropriate roleplay of course.

I think the main disconnect vis-a-vis the overreaction problem is with players' perceptions or judgments about what are or aren't threats to their clan's plans or prestige.  Of course there are some things that meet the criteria for drastic response measures.  My post was mainly intended to provoke people to really think about situations before initiating such responses.  If it's appropriate--fine.  But often it seems that these things evolve out of a petty desire to "do something" during the lulls between RPTs.
Quote from: WarriorPoet
I play this game to pretend to chop muthafuckaz up with bone swords.
Quote from: SmuzI come to the GDB to roleplay being deep and wise.
Quote from: VanthSynthesis, you scare me a little bit.

clans tend to be too nice when trying to recruit, they're scared to run off their potential clan mates by being an asshole. Clans tend to take in anyone that applies and turn away nearly none of the applicants. Clearly a lot of players make a pc and are dead set on joining clan x, to deny them because your pc is an asshole could potentially ruin your fellow players fun.. hard to figure out how to be.

It's a hard line to walk, to be nice or not nice in a sarge role or whatever.

On the other hand, I've been in a clan with a bunch of long-lived minions where we happily murdered sergeants that we deemed incompetent or assholes.
A staff member sends you:
"Normally we don't see a <redacted> walk into a room full of <redacted> and start indiscriminately killing."

You send to staff:
"Welcome to Armageddon."

It's possible to be an asshole AND hire them.

I still like to roleplay clan recruiters as being discriminating, even if the PC is clearly hireable and the clan is desperate for players.  I very rarely encounter someone who doesn't go along and thus roleplay the appropriate humility.

I don't really consider other players' fun, though, during the hiring process.  No one has any sort "right" to join whichever clan they want.

Moe refers to a time-honored tradition of hardcore roleplaying. I've been denied access to clans before, and it didn't break my tender little heart. It encouraged me to do all kinds of stupid shit to try to get in. Was certainly a lot more fun than if I had just been given the green light.
Useful tips: Commands |  |Storytelling:  1  2

Quote from: Harmless on June 07, 2012, 01:35:41 PM
Moe refers to a time-honored tradition of hardcore roleplaying. I've been denied access to clans before, and it didn't break my tender little heart. It encouraged me to do all kinds of stupid shit to try to get in. Was certainly a lot more fun than if I had just been given the green light.

+1 This is it!
Respect. Responsibility. Compassion.

One of my concerns with this is that some clans have more appeal to join than others.  There are some clans that will have people lining up to join, while there are others that has little to offer or is lacking of interesting things that would draw players to it.  Now tack on when a clan is inactive due to a bunch of people dying/storing/disappearing or inactive leadership, the unappealing clan will just dwindle down even further.  Then then clan becomes even less entertaining and spirals downward.  I've seen this happens to a few clans and it took a very long time for the clan to get active again. 

On top of this there is the case where a inactive/dead clan gains a new leader, then this leader has to rebuild by themselves ICly with what Staff Support they can get.  The leader might be within a clan that is almost completely inactive and is one of those unappealing clans so this makes it even harder.  You're tasked with everything the clan has to offer while at the same time having to rebuild.  It's an extremely daunting task and in my opinion, isn't fun.

We all play Arm to have fun... that is what playing a game is all about.  If you are not having fun, you're not going to play it.

The point is that there are Clans that get into a situation that its not fun to play.  All of these factors above lead to this in one way or another.  The new leader may come in thinking it will be fun, but soon finds out it's not...  for a new player this could be detrimental to the player ever playing the game again.  We talk of a lack of players, this all plays into it together.

I am spouting a lot of problems here and I am the sort that believes if you come up with problems you have to at least make an attempt with coming up with solutions.  Lets try to narrow down some of the problems I am mentioning here.


  • Unappealing Clan (The Core Issue)

  • Inactive

  • Leadership

These three things play into each other, but I think sum up what I am talking about.

Potential Solutions:


  • Add Appeal - We as the players should be able to point out which clans lack Appeal and come up with suggestions as to what could make a clan more appealing.  We all know what is fun for each of us, and likely we all have some things in similar.  I believe Staff along side the Publicity team could poll the players and then try to identify which clans are Unappealing.  From there make a focus group of new and old players that may volunteer to work on suggestions (that require little to no staff work) to make these clans more appealing.
  • This one is a tough one.  A good leader can make a clan active, more players can make a clan active, but typically it comes down to numbers and the leader.  Each and every clan typically has one to two leaders or one leader and one sub-leader that can handle things while the leader isn't around.  Appeal also plays into this.  If appeal is increased, it plays into getting more numbers.  Some clans only have one Leader though in one location.  For example the GMHs can be light on leaders in one location.  Kurac typically doesn't have this problem because they mainly based out of Luir's.  Salarr and Kadius though have the issue that they may have only one Leader per location or one Leader overall.  I believe this could be corrected by coming up with Junior Leadership role calls, great places for new players to get into leadership while supporting someone that is more experienced.  On top of adding appeal, it will allow for the Leader to have support and not be a very daunting task when they come in.
  • I already touched on Leadership above, but here is where I feel we need to focus on the leaders themselves.  Why do they go inactive?  Are they not having fun?  What can we do to make it more fun.  I hate to say it, but a leader can make or break a clan.  Maybe we need to work it so it's easier to share the responsibility.  Encourage delegation to minions, this may increase the minions fun.  Leaders need to know what they are getting into.  Maybe we as the players can write up a guide for new leaders in a clan.  If a Leader has a better idea of what they need to do when they join a clan they will be able to hit the ground running.  Many of us have played in a Leadership role, many of us know how hard it can be.  A little support, even if it doesn't come from staff, can go a long way.

I'm far from done here, but I just don't want to keep ranting on it.  We have a lot of veteran players who could share a lot of information that can help.  With staff approval, I think we could work together to make this happen.

Make a clan fun, people will play in it.  Then you don't have to worry about how nice a clan is.  The Leader doesn't need to cater to their minions, the minions can enjoy playing, and everyone has fun.  I fondly remember playing a dwarf in Salarr long ago where the leader got high as a kite on war spices, subdued and tossed my dwarf around, and then threw him in a cage and taunted him... then pulled him out and acted as if nothing ever happened.  It was a lot of fun, the leader wasn't nice at all.. and the clan was inactive at the time.

End Ramble.
Quote
A staff member sends:
     "Looks like you introduced him to *puts on sunslits* the school of hard Knoxx.  YEEEEAAAAAAH"

I'm personally of the opinion that one reason clans coddle new recruits is because they need to be coddled.

Skills are such in this game that a new character is almost useless in any area you can mention.  So clan hiring practices are dominated by politics of need.  You need to keep people interested because they need to keep interested long enough for their skills to develop to a useful point so you can do things that are actually dangerous for any long-lived character.

What this game really needs is a few characters focused solely on keeping active so they can generate other characters who don't need to be constantly active.  Just a few independent hunters going out into the desert to kill a few scrab, willing to take anyone that will come along with them.

Now some may think that this is focusing too much on the skill side of the game, but I've gone through a number of intense characters, and I've found that the better my skills were, the more leisure I had to actually RP.  Otherwise, going out into the wilds is just constantly being on the alert for something that's going to tear up your squishy underlings.

Any questions, comments, or condemnations to an eternity of fiery torment?

Waving a hammer, the irate, seething crafter says, in rage-accented sirihish :
"Be impressed.  Now!"

Quote from: Dalmeth on June 07, 2012, 07:23:12 PM
I'm personally of the opinion that one reason clans coddle new recruits is because they need to be coddled.

Skills are such in this game that a new character is almost useless in any area you can mention.  So clan hiring practices are dominated by politics of need.  You need to keep people interested because they need to keep interested long enough for their skills to develop to a useful point so you can do things that are actually dangerous for any long-lived character.

What this game really needs is a few characters focused solely on keeping active so they can generate other characters who don't need to be constantly active.  Just a few independent hunters going out into the desert to kill a few scrab, willing to take anyone that will come along with them.

Now some may think that this is focusing too much on the skill side of the game, but I've gone through a number of intense characters, and I've found that the better my skills were, the more leisure I had to actually RP.  Otherwise, going out into the wilds is just constantly being on the alert for something that's going to tear up your squishy underlings.

This is a very good point, I think. Characters to take others out hunting goes maybe a bit too far, but I think it'd help a great deal if options were added so that rangers and warriors wouldn't be instantly helpless if they choose to remain independent for a while. For example, if you added a few extra weak animals to the desert(thereby not even reducing the current set of things in the desert, just adding a few extra, weak ones,) which would only yield some meat when skinned, could prove a great opportunity for freshly made rangers and maybe even warriors to train their skills without first needing to have a full suit of armour and a quiver full of arrows.
Quote
You take the last bite of your scooby snack.
This tastes like ordinary meat.
There is nothing left now.

Quote from: Patuk on June 07, 2012, 07:33:56 PM
This is a very good point, I think. Characters to take others out hunting goes maybe a bit too far, but I think it'd help a great deal if options were added so that rangers and warriors wouldn't be instantly helpless if they choose to remain independent for a while. For example, if you added a few extra weak animals to the desert(thereby not even reducing the current set of things in the desert, just adding a few extra, weak ones,) which would only yield some meat when skinned, could prove a great opportunity for freshly made rangers and maybe even warriors to train their skills without first needing to have a full suit of armour and a quiver full of arrows.

You can frame it many different ways, but what you need is a place for people to make a living using their skills.  You can do this through trade caravans, loosely associated hunting groups, or even just putting boot to ass in the Merchant Houses and giving them what they need to use up those little tidbits they're constantly collecting.

Because the Merchant Houses are a good example of what's wrong with the current economy : it can't support constant activity.  So either the economy needs to change or somebody somewhere is going to have to be secretly junking various junk items so stores aren't flooded with them on a constant basis.  Because once those stores are filled, activity stops.  No jocular rides through dangerous forests, no cracking jokes while foraging rocks under the desert sun.  Because people can't get back what they spend doing these activities, thus they can't engage in those activities, thus they can't ever become competent in those activities, because that's how the skill advancement system currently works.

The tools are already in place through the various guilds, but in the current establishment, it requires too much communication and coordinated time.
Any questions, comments, or condemnations to an eternity of fiery torment?

Waving a hammer, the irate, seething crafter says, in rage-accented sirihish :
"Be impressed.  Now!"

No, clans are not too nice to their minions. I have top secret evidence which supports my claim. ;)

Quote from: Dalmeth on June 07, 2012, 08:59:57 PM
Quote from: Patuk on June 07, 2012, 07:33:56 PM
This is a very good point, I think. Characters to take others out hunting goes maybe a bit too far, but I think it'd help a great deal if options were added so that rangers and warriors wouldn't be instantly helpless if they choose to remain independent for a while. For example, if you added a few extra weak animals to the desert(thereby not even reducing the current set of things in the desert, just adding a few extra, weak ones,) which would only yield some meat when skinned, could prove a great opportunity for freshly made rangers and maybe even warriors to train their skills without first needing to have a full suit of armour and a quiver full of arrows.

You can frame it many different ways, but what you need is a place for people to make a living using their skills.  You can do this through trade caravans, loosely associated hunting groups, or even just putting boot to ass in the Merchant Houses and giving them what they need to use up those little tidbits they're constantly collecting.

Because the Merchant Houses are a good example of what's wrong with the current economy : it can't support constant activity.  So either the economy needs to change or somebody somewhere is going to have to be secretly junking various junk items so stores aren't flooded with them on a constant basis.  Because once those stores are filled, activity stops.  No jocular rides through dangerous forests, no cracking jokes while foraging rocks under the desert sun.  Because people can't get back what they spend doing these activities, thus they can't engage in those activities, thus they can't ever become competent in those activities, because that's how the skill advancement system currently works.

The tools are already in place through the various guilds, but in the current establishment, it requires too much communication and coordinated time.

This.. Is also a very good point. Even so, however, there's a solution.. And the solution is to spend. None of my characters were very rich, but what I've seen from other players proves that even though Zalanthas is harsh and gritty, after a while, it becomes rather easy to accumulate a good sum of cash. You are a wealthy merchant who has made it all? Blow your money on fine Kadian wine and Kurac's most prized spice. You're a hunter who knows all the good spots and brings in the most exotic game? Celebrate your hunts with booze and whores and extravagance to celebrate that you weren't bitten to death. Of course, some changes to the code may help here, too; you could, for example, have all worn items in general wear down, not just weapons. What good is your huge stash at Nenyuk when you're wearing the same silk for years? Basically.. If there's a skill in Armageddon, it's up to us all to make sure that said skill can be used.
Quote
You take the last bite of your scooby snack.
This tastes like ordinary meat.
There is nothing left now.

Quote from: Adj on June 07, 2012, 05:53:01 PM
Quote from: Nyr on June 06, 2012, 01:17:15 PM
If you have more that you'd like to discuss perhaps it should be its own thread.  This doesn't seem to have much (if anything) to do with the thread's premise.

Course it has everything to do with it.

Clans are too nice to their minions because of a supply and demand imbalance and that would easily be corrected with more players.

This thread is about a couple of things:  clans being too nice to minions...clans jumping in to defend minions over minor slights.  Etc.  You just jumped in saying "everyone's silly, here's the real problem."  there are old players who love Arm and can't come back because they are bored and have seen everything or have issues with staff. 

Your solution has three steps. 
First step:  we should build stuff, do stuff, get rid of old stuff.  Start a war.  Yeah.  Add new stuff:  discussed in lots of places piecemeal, I suppose most recently right here.  We add new stuff frequently enough (whether it be code, clans, docs, etc).  Start a war:  discussed elsewhere. 
Second step:  chock full of vague statements, inaccuracies, and really just no way to address this because it's incorrect for the most part and you build off of the incorrect stuff to say more stuff that is silly.    Forced storage:  discussed here.  Glass ceiling for roles (player term for it at least):  discussed here, here, here, and probably elsewhere.  Staff ruining stuff for players:  discussed here (and about 8 years ago, here, over a policy change).
Third step:  A very good thing to do that you can assisting with now if you would like!  However, its overall effect on the issues discussed in this thread (clans being too nice to minions, clans jumping in to defend minions over minor slights) would be negligible at best, since those two things are either anecdotal impressions or issues resulting from other factors.

Yes, having more players overall would be good for the game.  Disputing that would be silly!  I'm saying that's good, we should push for that for new players to be brought in and old players to return.  Having more players overall, however, doesn't really make sense as a solution for the issues discussed here.  That's all I'm pointing out.  What you've posted seems like it's really aimed at another issue entirely.
Quote from: LauraMars on December 15, 2016, 08:17:36 PMPaint on a mustache and be a dude for a day. Stuff some melons down my shirt, cinch up a corset and pass as a girl.

With appropriate roleplay of course.