SK_Phantom wrote:
Since the players are the main reality of this game, you would be foolish to seperate their "mood" from "reality" because their mood sets the tone of the game itself and determines how that reality is conveyed as a whole.
I agree with you- I separate them only in understanding what things I have the power to change. I know that if there are things physically broken in the game, or things that are actually not functioning properly, I have the power to either change them as a builder, or to try to sway Dulrik to change them as a coder.
But "mood" is driven primarily by players, often heavily affected by other players, and I've learned I have very little power to do anything to change that. When the "mood" turns against something, even if the built "reality" is completely opposite of what the "mood" claims it to be, I cannot do much to change that. Quite the contrary, when the "mood" turns in one direction or another, I find that efforts to either pacify it or to counter it are both as likely to make it worse as not. That's the realm of the player-friend, the fellow-PC, the PK-opponent who can help or hinder, but it's not my community to forge.
That's my reason for asking. If there are tangible realities that can be identified that I can address, either by direct building or influencing others on staff, then I'm eager to look into them.