Author Topic: Hammer's Guide to the RPF's Leadership Transition
darth_nemisis 
Registered: May '04
23731_Palpatine
Date Posted: 3/14 12:15pm Subject: RE: Hammer's Guide to the RPF's Leadership Transition - Date Edited: 3/14 12:16pm (1 edits total) Edited By: darth_nemisis
Yeah...this is a lot trickier than I had originally assumed.

I like some of your suggestions Kalio. I do think it may be best to create sort of our own world, and mix genres from different types of shows and other things, like you suggest Kalio. But how well would something like that be managed and also how would it be received by the community?

Maybe we could take a poll of what the users would most want to see. Make a list of the most popular NSW movies, TV shows, books, games, etc.

 

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Yuul_Shamar 
Registered: Nov '04
40710_Jacen Solo
Date Posted: 3/14 12:29pm Subject: RE: Hammer's Guide to the RPF's Leadership Transition
I personally loved Kalio's ideas and would like to add a Genre/city/world.

A horror one perhaps? Your vampires, werewolves and such? not to mention slayers?

You would need a lot of CO-GMs for a game like the one suggested.


I agree with the idea of a poll but personally i think a refioned version of Kalio's idea would work.

 

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Kalio_Dynkos 
Registered: May '04
23523_Thrawn
Date Posted: 3/14 2:04pm Subject: RE: Hammer's Guide to the RPF's Leadership Transition
If you guys can give me a minute, I'm working on a post that will flesh this out a bit more. It's long and taking a while, but I should have it up within the next half-hour or so. It's a lot more involved than my prior post.

Sorry.

 

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Kalio_Dynkos 
Registered: May '04
23523_Thrawn
Date Posted: 3/14 3:59pm Subject: RE: Hammer's Guide to the RPF's Leadership Transition
Honestly, as I said, that entire idea was just tossed up there in a moment of inspiration. There was little thought put into more than a frame work.

If there is interest, I would be more than happy to create this and flesh it out more.

I like the idea of a poll-system being set up, though, I would encourage that poll not to go up until we've fleshed this out some more. As I see it, and I may be wrong, a flagship RPG should be able to achieve a few things. Primarily, be a lasting and workable game. It should also carry a format which allows for easy gameplay. Most importantly, though, I think it should be able to do both those things and raise the standard of RPing in the RPF. For this game to work it has to be a balance between action, character development, interaction and style. If it, in any way, becomes only one of these things predominantly, the game is doomed. Failure to produce a challenge will decrease the amount of players. On a personal note, I find it enjoyable to read the RPF threads and follow the storylines.

To be honest, right now, not so much. I feel that there is lack of the four things I mentioned above. Character development, interaction, style and action are either all there in one facet or two, and the rest goes by the wayside. A flagship RPG should be as entertaining to read as it is to play in. This will get other people into the threads because, honestly, if its fun to read and one comes to care about the players than by-golly, they'll want to have a part, too!

So, to do any of these things in a single Flagship, we'd need Co-Gms and a few of them. More than numbers, though, we'd need dedicated GMs that would have a handle on those things. I think we have those sort of people here. A good many of them hang out here in the RPF Resource.

What would you think of a single GM or maybe two, that head up the whole thing? They'd be the powers-that-be. In the true essence of the word, they'd be the Gamemaster. Not necessarily playing along activingly but keeping everything going. The two, perhaps dividing the work load between the civilizations (say 2-2 or 3-3), would be the ones that the Co-GMs defer to.

1. Game Management

1.A. Co-Gm/Sub-GMs

Yuul_Shamar, I'm given to agree with you. A few GMs are needed. The exact number could be fleshed out and refined, but just guessing I'd think at least two per thread. Unless you've got one dedicated Co-Gm that knows his/her stuff. I'd petition for a Co-GM/Sub-GM set-up.

The Co-GMs, for lack of a better name at the moment, would be in charge of the development of a given civilization and thereby, that thread. Let's use the Earth-City. Mafia, crimeworld, petty theft, cafe workers, cops, fashion, business moguls, actors, etc. What ever the ideas that could float out of that "world" or isolated civilation could give birth to a number of story arcs. It would be the Co-GMs responsibility to A) see this does not get out of hand and B)doesn't become a series of vignettes and C)the four goals are happening. Let's call them Cardinal rules of the Flagship.

----. Cardinal Rules of a Non-Star Wars Flagship
--------- Character Development
--------- Action
--------- Style (by which I mean IC/OOC/Tags/style/etc.)
--------- Interaction

They'd have the powers of a normal Co-Gm, having the ability to manuever plot, deal with OOC issues, protect against god-modding and breaking the rules, encourage the Cardinal Rules, and accepting/refusing character sheets. Deference to the Flagship Gamemaster(s) would be nice on matters of plot.

Because that's a huge job and some threads may have more interest than others, sub-GMs could be appointed by the Co-Gm, after discussing it with the Flagship Gamemaster(s). The sub-GM would have similiar powers with the exception of manuevering game-effecting plot (like blowing up the planet) and accepting new players. Having one person accept/refuse sheets just cuts down on the confusion.

A sub-Gm would come in handy particularly when oppossing factions become evident in the game. We can expect the generic good guys/bad guys. A Co-Gm may not have ability to play both sides well. A sub-GM could help him out.

Structure, at least, is never a bad thing. It shouldn't be all willy-nilly.

1.B. GM Structure

Nemisis makes a good point and a truly valid claim. How could it be managed? I mean, surely, we're talking about a huge community based game that can go just about any where but off the planet, but that's something else entirely.

Utilizing the structure I laid out above (Flagship Gamemaster, Co-Gm, Sub-Gm) would be key in keeping this managed. Each individual civilization will have their own in-game problems and arcs inherent to that genre. These are the responsibility of the Co-Gm and his/her Sub-Gm for the civilization. I'd imagine that difference in GMing style and opinions would affect a due amount of variety. In the Gamemasters Guild for example, it's been postulated that there are a number of to GM-variants - either as a character, utilizing NPCs, as a main PC, etc. It depends on the Co-Gm.

However, I would encourage a resolution that the Flagship Gamemaster(s) not be active players in the game. Only because I expect them to have quite a workload. Hence the management. But, I digress.

The Co-Gm/sub-GM manage the thread under their juridiction, whatever they happen to be.

Ahead of them are the Flagship Gamemaster(s) - herein referred to as Flag-master. I am a great advocate of constant, honest and confidential discussion amongst the GM-Squad. It would be the Flag-master's responsiblity to keep in contact with all his/her Co-Gms and their sub-gms. Perhaps more so with the Co-Gms than the subs.

This contact will be from every aspect of the game experience, so I would expect the Flag-master(s) to be dedicated readers of the entire Flagship RPG.

1.B - Subsection :Flagship Gamemaster's Duties

---Communication. That's first and foremost. From settling game issues to piece-by-piece introducing the secret of the civilizations' existence, communication is wholly necessary. I'd expect communicating with the Co-Gms, as stated. Communication will be necessary under the following aspects.
-----Encouragement -We all need it, player or GM. As a GM, you're the brunt of much strife. Some people are just not nice to GMs. Problems in a game can usually be traced to the GM of the game. Not always, mind you, but often. I'm not pointing at anybody. It's just an observation that bad GMing usually is what ends the games too briefly on these threads. I would say primary in the Flagship Gamemasters responsibility is to be an encouraging force for his CO-GMs. Congratulating them where it is due for good ideas, well-handled conflicts, out of game issues, etc. It's nice to hear these things.
-------Suggestions - Being an active reader of the threads, the Flag-master would be able to utilize his knowledge to encourage or outright force certain happenings (where necessary). EXAMPLE: One of the Cardinal Rules are being missed - perhaps too much action, not enough development. A suggestion to fix the problem, maybe even bringing the issue to the Co-Gm's attention, would be valuable. If it continues, the Flag-master can make a post putting a couple of players together where they must develop or DIE.
----------Hearing Complaints/Issues - I'd imagine the Co-GMs, sub-Gms, players, readers, and so forth will have a good deal of things going on. Via PM or messanger service, conversation with the big guy/boss lady, would be of great help. Of course, the Flag-master would not want to affect the leadership decisions taken by a Co-Gm/sub-Gm. For example, a player complains and petitions that their god-mod was viable. The Co-Gm says no. Appealing to the Flag-master and he changing that decision arbitrarily would disempower the structure. At times, perhaps it's necessary, but would take some careful talking with the Co-gm and those involved and/or nuetral, hence communication.
-------------Game Plot - Because the Flag-master would be in charge of the whole deal, keeping the secret would be his responsibility. Remember, the sentients have no idea where they are or even why they are all there. It'd be for the Flag-master to at times sufficient bring that into the games. Communication with the Co-Gms could balance how a civilization finds out certain things (for example, that there are others on the planet besides themselves and how to travel there). Game plot communication with the Co-Gms, when in confidence, could also empower the Co-Gms to manuever arcs and characters towards a certain climax for the good of the overlying arc for the whole planet.

Reading The Flag-master had better be well-versed on everything going on. Either from communicating with his Co-Gms that give him updates or reading himself. Reading may not be entirely possible, but I'd push hard for the one making the decisions to be an active reader. Here, while lurking, he can see the problems develop himself and maybe even single-out certain RPers for OOC commendation or PM conversation.

Revealer of Secrets and Keeper of "It" - Being the sole (or if two, one of two) holders of the knowledge of everything, it would be the Flag-masters responsiblity to keep things interesting. Part of the adventure would be finding out the secret of their existence and some of the problems that they are facing. To be less-offensive and gather a larger crowd, the outlying force handled by the Flag-master won't be Gods/demi-gods, but we can safely put the outsiders as something else overall that won't be as offensive to some.

The Flag-master will be in control over the overlying storyline. Revealing points here and there via his own posts. Or, where applicable, giving the Co-Gms a portion of knowledge to reveal within thier management. Basically, the Flag-master knows everything, but the game will flow on its own as to how it gets there. By having one or two in charge of the revelations, this will forego the problem of some threads being far ahead of the others - which could still be the case and work for the game. However, each civilization will get different or similiar clues and will have to act on them to solve their problems.

This sort of timed-release management will also be good for keeping the threads active, the players interested and can be used as a cherry-bomb for dying threads. BOOM! This just happened! How do you react, etc.

2. Rules

Obviously, TOS applies first and foremost. A more stringent list of rules can be drawn up, but I'd say most of this is pretty cut and dry.

Simple rules to conserve structure are:
1. Omniscience is a big no-no. Particularly where the other civilatizations are concerned. We can't have players saying they are refuges from other civilizations and therefore "know" there is something else out-there. The general population will look at other life "out-there" as impossible. Some dissenters, as in real-life, will be a little smarter but within reason.
2.Powers can not give the ability to gain omniscience where the civilzizations are concerned. EXAMPLE: Being able to fly outside the atmsphere and "Woo-hoo! We got peoples over there!" It'll be allowed within reason by the Flag-master. Part of his job.
3.Players die - I'm not a big fan of death, but I really dislike games where everybody dodges death every time. If somebody gets themself down in a pit, they can't all of sudden learn to fly or grab a tree branch with their broken arm and pull themselves to safety. Rule of GMs - if it's not believable, poof.
4.Cross-overs are allowed, but within reason.
5. GM word is law
6. Flag-master word is near Biblical

3. Storyline

I'd like to flesh this out a little closer to game time, if this is accepted by the powers that be and a good many people. Primarily, because the key to my idea is the secrecy of why they are they are there, who they are, etc.

What am willing to say is this. Given the individual cities, I would petition for them to have a good backdrop that's easily moldable and established that would hint at the mystery of their situation. Within the guidelines of their individual universe they can work. The earth-thread, a city. How it works doesn't have to be necessary. What streets are, not necessary. A few primary spots of the city would be good - west side, east side, etc.

The storylines would likely grow from each genre with the simple basis that they have all always been "here".

This, I hope, answers nemisis' question. How will it be received? I'd imagine being given the opportunity to play a character a setting with other players would be widely accepted because the options are endless. For the Harry Potter fans they could be in a Academy-esque atmosphere in a portion of the city. The city could feature outlying forests that hold beasts and such. For Horror, a similiar set-up. A Transylvania-type place with high mountain peaks, side-quests, etc. Epic sizes in each thread. The Superheroes - that'd be able to cover everything from the Heroes aspect as well as the vigilanty idea in that perhaps bug-boy is the leading good guy in the south side where no body goes until things start getting mixed up with new players - including bad -guys.

In a nutshell, the opportunity to play just about any body you wan to in a world similar to your interests. What's not to like?

However, to be fleshed out is how these people have never left their borders. What the borders are? Do they realize the borders? Not realizing the borders by illusion or computer generation would be interesting. But the why and how they are there. That's something to plan if this goes forward and outside a public source as this one.

4. Community Reception

Beyond the above, I agree with the poll idea. I would hope for it to go a little further into the process, but I wholeheartedly accept that. Primary, I think, is acheiving the ability to allow every type of popular characters come into a world were fiction doesn't matter. Sort of like Terry Prachett's DiscWorld. They exist here as if real.

However, to be as little offensive as possible. Hence, I propose that the Flagship not have an overlying "Diety" arc. It could happen in some worlds, where applicable, but doesn't need to be necessary. This way players that are squeamish around that sort of thing will still be willing to support the game.

A poll goes a great way into this by laying out a list of civilizations people would want to play in. How about the poll lists up to any number of diverse genres and then RPFers are allowed to choose four?

I think four civilizations is just about as far as we'd want to go. Maybe if we had two Flag-masters that upheld conversation and teamwork themselves, we could have six civilatizations. Therefore dividing the reading three to three, as stated waaaayyyyyy up there there. tongue

As said, I would only petition that the poll wait until we're a little further in on the process of planning the Flagship and, of course, if people like this idea. That's pretty important.

 

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Yuul_Shamar 
Registered: Nov '04
40710_Jacen Solo
Date Posted: 3/14 7:57pm Subject: RE: Hammer's Guide to the RPF's Leadership Transition
applause applause applause applause applause

 

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"Your power over others only relates to those who fear you. Look into my eyes, fool, and see no fear."-Darth Shadra, in response to the dread lord Delano
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Reynar_Tedros 
Registered: Jul '06
7874_Gabe
Date Posted: 3/14 8:25pm Subject: RE: Hammer's Guide to the RPF's Leadership Transition
I like it all. And I'm more than willing to help out wherever I'm needed (especially in the Superhero department).

Kalio posted:
-----Encouragement -We all need it, player or GM. As a GM, you're the brunt of much strife. Some people are just not nice to GMs. Problems in a game can usually be traced to the GM of the game. Not always, mind you, but often. I'm not pointing at anybody. It's just an observation that bad GMing usually is what ends the games too briefly on these threads. I would say primary in the Flagship Gamemasters responsibility is to be an encouraging force for his CO-GMs. Congratulating them where it is due for good ideas, well-handled conflicts, out of game issues, etc. It's nice to hear these things.

I like how you pointed that out. I remember a long time ago, back when I had recently registered here, I joined pashatemur's Galaxy at War game. I don't think I need to tell anyone that the size of that RPG is gigantically daunting when you're a new player. I made my first post, and sure enough, Sith-I-5 complimented me on it, and I got a huge boost of confidence that encouraged me to press on. Sometimes, it's little things like that that can save games.

 

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darth_nemisis 
Registered: May '04
23731_Palpatine
Date Posted: 3/14 8:47pm Subject: RE: Hammer's Guide to the RPF's Leadership Transition
Yeah, I am liking it. I think I would be willing to help.

Although, I am thinking it would be better to flesh out the story sooner than later. That way we can base the actual system around the game. But, I guess I don't exactly have experience in designing games, as I have only made a couple. It just seems to make more sense to me to decide what the game would be based on.

[iI like how you pointed that out. I remember a long time ago, back when I had recently registered here, I joined pashatemur's Galaxy at War game. I don't think I need to tell anyone that the size of that RPG is gigantically daunting when you're a new player. I made my first post, and sure enough, Sith-I-5 complimented me on it, and I got a huge boost of confidence that encouraged me to press on. Sometimes, it's little things like that that can save games.[/i]

QFT. Even now, whenever I get compliments, it is really a big morale booster, and it encourages me to make better posts. And especially when I won the Best RPer, I was like "woa!" and it felt great. So, I try and do that whenever I find the chance. I haven't been around for a bit, but I have made a point recently to compliment others.

 

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Kalio_Dynkos 
Registered: May '04
23523_Thrawn
Date Posted: 3/14 10:49pm Subject: RE: Hammer's Guide to the RPF's Leadership Transition - Date Edited: 3/14 11:17pm (3 edits total) Edited By: Kalio_Dynkos
Friends, the same here. Encouragement is such a great thing. It seems that a lot of us pour our hearts and souls into these games and characters. It's nice to know that it's not all for naught and that somebody enjoys it. It boosts one's confidence, boosts one's chances of encouragining somebody else, and to go on and do more. When writing the RPF HoloNet, one of my favourite things was seeing our featured player or our feature game just take-off. The featured game - everybody would applaud their success and try to top their last. That was great. I received PMs of gamemasters telling me of this new development. For other, thankfully more modest GMs, I loved finding their threads and getting the opportunity to be riveted by a storyline or characterization on my own. It's powerful. We have great RPers on this board.

But, to answer a comment, the reason I feel the storyline should be hidden a little more is more from the stand-point of a problem that's apparent here on the RPF. Looking in most of these games - unrealistic acquiring of knowledge comes into play a lot. I suppose we could flesh this out but I'm only afraid that doing so here would allow, if not encourage, later players to come here for their plots or utilize our planning knowledge as there "I believe" quotes. Maybe that's not likely and I'm overthinking.

If that's the case and the general consensus, I'd love to flesh that out a bit more too. I have at least two ideas of the overlying storyline and I'm sure we here could come up with more. It's a group project, no? I'd love to have a part in this game as a whole. What ever position seems reasonable.

I have the idea in my head as to what I'd like it to be. So, if the consensus is that we should flesh it out, I'll offer my idea and we can go from there. If you have other ideas, that's great too. We're all on the same side, it seems, and looking at the same goals.

EDIT 2: (I changed my mind about Edit #1 tongue
What about forgetting what I said before? Why not do the poll now as was suggested before?

If this idea seems generally accepted, why not give it the chance to be formed by knowing where we are coming from? I see a world with things ripped from genres. Horror (as suggested by Yuul) giving us possibilities of vampires, monsters, etc. Science Fiction giving us Aliens/superhero type technology. All of them being from a number of realities. After we see what sort of genres people want to play in, we can create the world around that - including the Storyline. What good would it do to carry on an underlying story arc that would be stupid from the selection of games that we get?

Once we know how many "worlds" or genre-civilations we have. We can appoint a flag-master. The Flag-master, assisted by people that want to be GMs, could start fleshing these things out genre by genre. We could utilize this thread, the Game Designer's Guild, or keep it regulated to the Co-Gms and the flag-master via another source (like a private off-sight message board).

So that rather than stepping backwards after a giant step forwards, we could get the gist down and then formulate.

The Gist: Civilizations from across numerous realities are for some reason collected onto a planet togther. With the exception of one class - they are all unaware of their counterpart's existence. A mysterious Super-race has put them all there and divided a large planet to them. Restricted by borders, the civilizations never venture beyond their vast allowances - never knowing what is outside their sphere.

But, within these sphere is a world unto themselves covering every facet of life. Each civilization is pooled from a select and strict genre. In the fantasy genre - goblins, ghosts, wizards, etc. live in one place altogether. The city-genre encompasses earth-like life with Mafia, an criminal underworld, business owners, cops, taxi cab drivers, families, etc. And we go on and on.

Each civilization based on their drama will piece by piece, slowly become aware that they are not alone on that floating hunk of rock and that finding their counterparts are ineviditably the only way to survive or be destroyed.

In the poll, we could offer a few suggestions for each genre to give the players the ideas. The top 4 or 6 depending on what we decide, are thereby chosen and we start fleshing them out as viable civilizations and appointing Co-Gms. During this process, the underlying storyline is finalized amongst the co-GMs and then, poof, we're ready.


 

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Yuul_Shamar 
Registered: Nov '04
40710_Jacen Solo
Date Posted: 3/14 11:28pm Subject: RE: Hammer's Guide to the RPF's Leadership Transition
I agree with what you said, although I would like to add something. It is a request on my part, as a hopeful player, that when making this game those creating it MAKE SURE that the Flag Master, AND the main CO-GMS are known to be on often, preferably once a day. And that when they volounteer or are chosen have already made sure they have time for it. I have seen TOO MANY potentially good games, and those that I enjoyed playing ruined because the gm didn't plan ahead for their available time. The same thing can derail a game if done by a player, but it is nearly guarunteed to do so if it is the GM that does so.

I'm npt pointing fingers, just pointing it out as a warning.

 

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darth_nemisis 
Registered: May '04
23731_Palpatine
Date Posted: 3/15 12:08am Subject: RE: Hammer's Guide to the RPF's Leadership Transition
Yeah, I think it would be best to do the poll now...but that is only if I_H approves. When I originally suggested the poll, I had intended for things like actual movies and TV shows as the poll options, but, now that I think about it, I think the genres as poll options would be best.

Yuul_Shamar posted:
I agree with what you said, although I would like to add something. It is a request on my part, as a hopeful player, that when making this game those creating it MAKE SURE that the Flag Master, AND the main CO-GMS are known to be on often, preferably once a day. And that when they volounteer or are chosen have already made sure they have time for it. I have seen TOO MANY potentially good games, and those that I enjoyed playing ruined because the gm didn't plan ahead for their available time. The same thing can derail a game if done by a player, but it is nearly guarunteed to do so if it is the GM that does so.

I'm npt pointing fingers, just pointing it out as a warning.

Well, I agree it is annoying and frustrating, but there is nothing we can do about some of the things that come up in real life. Real life is of greater importance than this RPG and these boards. So, while I agree it would be best to get a more active GM, we can't get angry if something comes up.

If a GM would need to back out, then hopefully said GM would let everyone know and bow out with a replacement ready.

 

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Yuul_Shamar 
Registered: Nov '04
40710_Jacen Solo
Date Posted: 3/15 1:32am Subject: RE: Hammer's Guide to the RPF's Leadership Transition
I don't mean emergencies or things that come up without notice, but I mean things they knew about well in advance and didn't take into account and vanished for days and weeks without saying anything. Or not giveing the players a notice of it.

 

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DarthXan318 
Registered: Sep '02
13619_Padme
Date Posted: 3/15 5:09am Subject: RE: Hammer's Guide to the RPF's Leadership Transition
Yeah, nothing kills a game faster than a GM who updates once a month or something.

 

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Kalio_Dynkos 
Registered: May '04
23523_Thrawn
Date Posted: 3/15 10:49am Subject: RE: Hammer's Guide to the RPF's Leadership Transition - Date Edited: 3/15 10:54am (1 edits total) Edited By: Kalio_Dynkos
I agree it's a valid concern, but disagree that it would be a problem with this game. At least in the long run.

I only hope this doesn't sound like tooting my own horn. I'm just thinking that with the Flag-master, his time is dependent on how much time he can devote to reading and that big section I mentioned about communication. Where perhaps something comes up with time, said flag-master could still do his job. Maybe take on that second -flag-master to balance things out. Basically, I see the flag-master as the being the gamemaster, just to repeat myself. I see him as being the administrator of the game, in a sense. Dealing out information, appointing people to make those decisions in the Co-Gms and generally being the driving force behind the management team.

The Co-Gms, if real-life becomes an issue will have the Sub-Gms to hold down the fort. In the event the Co-Gm decides he just can't do it anymore, dealing it out to the sub-gm would be expected.

In a nustshell, I think the system itself will be self-sustaining. While each person is integral to his job, it's not to say it's all on one person's shoulders.

EDIT: I mentioned before how I'd like to see the Flagship be the paragon of RPF standards and by it's position and scope, seek to uplift and encourage the RPF as a whole, but also boost the NSWRPF. The things I mentioned were those Cardinal Rules. If you don't remember, that's ok. It was a long post.

To the point, not only could the Flagship game be a place to encourage a growing standard in RPF gaming and RPing by the players, but would be a nice training ground for our GMs as well. I'd suspect the Co-Gms to have a good handle on their world, even if not experienced GMs. Their sub-Gms, though, could be groomed so to speak as future GMs.

If any of that makes sense.

 

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Imperial_Hammer 
Title: Manager:
• SWRPF
• NSWRPF
• RPR

Registered: Sep '04
23955_Imperial Tool
Date Posted: 3/15 11:28am Subject: RE: Hammer's Guide to the RPF's Leadership Transition
I think the idea is good. Though there is still a long way to go here. Not only does the worlds need to be nailed down, but the GMs need to be secured (no small feat), the external scope fixed (how many threads), and the internal story-lines established. What has been done here, such as the GM structure and general idea of the game, seems well-thought.

I think is worth bringing up that you don't want to make this game too big at first. You risk collapse a la Ultimate Fantasy. I would like to see the game start in a single thread with maybe two co-GMs and a flagmaster. Then, should the game do well, and everyone can see the need for more living space, we can move to more threads and even more civilizations. Maybe three threads at start could work, if each is as developed as a stand-alone game. It would be as if three GMs ran each of their own games and were just cooperating together. That would be something that would need to be decided here in Resource. It probably depends alot on the GMs too.

If Kalio and whoever so feels the need, this discussion has my blessing to move out of these drydocks and into its own personal thread in Resource. There you can start doing the real nitty gritty of picking GMs and worlds, as well as hammering out a first post and all the rest.

I look forward to seeing the final result of these discussions. wink

-I_H

 

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darth_nemisis 
Registered: May '04
23731_Palpatine
Date Posted: 3/15 12:18pm Subject: RE: Hammer's Guide to the RPF's Leadership Transition - Date Edited: 3/15 12:20pm (1 edits total) Edited By: darth_nemisis
Yeah, that's a good idea, I_H. I can see how a game that is too big at first would have a pretty big failure percentage.

I will allow Kalio to start the thread outside this thread since, so far, he is the brains behind this. wink

EDIT: Hey I_H, perhaps you could get this discussion, well, this entire thread into the Around the Boards thread in Comm this week. It may bring in a couple of people, or at least it will spread the word about your plans. Just a suggestion though.

 

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