Shattered Kingdoms

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PostPosted: Wed Nov 30, 2005 6:56 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
For our current number of players, the ideal number of members for any faction should be between 20 and 30.


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PostPosted: Wed Nov 30, 2005 7:31 pm 
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Joined: Wed Jul 28, 2004 1:42 pm
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Location: Ca
Dulrik wrote:
For our current number of players, the ideal number of members for any faction should be between 20 and 30.


Are there really that many players, that would imply that there are 200+ people playing this game, since you are not supposed to have characters in more than one tribunal/cabal at any one time.

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You may only have one character that has membership in a cabal or tribunal at a time.  If you wish for one of your other characters to join a group, you must first resign from your old one.


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PostPosted: Wed Nov 30, 2005 10:29 pm 
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Dulrik wrote:
For our current number of players, the ideal number of members for any faction should be between 20 and 30.



So, every active player should be in a faction? Puh-lease. The way the game is now, with 90%+ of the GM's cabal'd, is imo reallllly bad for the mud.


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PostPosted: Thu Dec 01, 2005 7:11 am 
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Gilgon wrote:
The way the game is now, with 90%+ of the GM's cabal'd, is imo reallllly bad for the mud.


Pretty much, yeah.


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PostPosted: Thu Dec 01, 2005 7:44 am 
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Joined: Sat May 07, 2005 8:16 am
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Location: Las Vegas, Nevada
SK Character: Achernar
It doesn't have to be that way. Leaders could be a lot tougher on their membership. The misunderstanding occured when Dulrik laid down the infamous 2-week rule. I think CRS contributed to the fact cabals wanted to thicken their numbers. If leaders started just turning people down, instead of letting their cabals fill with non-elite RPers, then maybe things would return to the way it used to be. Induct with greater focus on the RP ability instead of a character's PK ability. Cut the numbers of some cabals in half, and you again would have closer to what is ideal. The responsibility is on the leaders to make the right decisions on who to and who not to induct, and why. I think nearly every cabal has lost impact, and I think the ceremonies and traditions of these RP groups, is most important. Common sense needs to be involved, and for heaven's sake, don't hinge the world upon CRS. The affect it has on the RP is nill. It can be a great RP tool. If people chose to use it that way.

A


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PostPosted: Thu Dec 01, 2005 8:32 am 
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Down with cabals.

Up with Tribs!

Make a trib character today!!


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PostPosted: Thu Dec 01, 2005 8:56 am 
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Joined: Mon Jun 21, 2004 12:58 pm
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When I was a Trib leader, I know I did not always allow every single person that wanted to be in, in. I also got a lot of flak for it too.


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PostPosted: Thu Dec 01, 2005 10:32 am 
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I know when I was leader, I may not always induct everyone, simply because their alignment wasn't right or just their rp just didn't cut it. I also had a couple of people that were inducted and later tarnished and even uninducted due to actions IC. There were some that asked for uniduction, simply because they found they didn't wish to make the Religion/Politic issues work. Being a lightie leader in Nerina definately is a chore at times. Since over all it's supposed to be Light-gray. So the laws weigh heavily in what one should and shouldn't do in the Tribunal. Was definately a kewl learning experience for me.


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PostPosted: Thu Dec 01, 2005 10:39 am 
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Achernar wrote:
It doesn't have to be that way. Leaders could be a lot tougher on their membership. The misunderstanding occured when Dulrik laid down the infamous 2-week rule. I think CRS contributed to the fact cabals wanted to thicken their numbers. If leaders started just turning people down, instead of letting their cabals fill with non-elite RPers, then maybe things would return to the way it used to be. Induct with greater focus on the RP ability instead of a character's PK ability. Cut the numbers of some cabals in half, and you again would have closer to what is ideal. The responsibility is on the leaders to make the right decisions on who to and who not to induct, and why. I think nearly every cabal has lost impact, and I think the ceremonies and traditions of these RP groups, is most important. Common sense needs to be involved, and for heaven's sake, don't hinge the world upon CRS. The affect it has on the RP is nill. It can be a great RP tool. If people chose to use it that way.

A


But CRS relies solely on PK ability. And when the penalties for losing at CRS are so heavy, you have to compensate.


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PostPosted: Thu Dec 01, 2005 4:14 pm 
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Location: Redwood City, California
Gilgon wrote:
Dulrik wrote:
For our current number of players, the ideal number of members for any faction should be between 20 and 30.

So, every active player should be in a faction?

100%. Every active player that has valid RP for seeking admission into a faction should be admitted (still only one faction per player). If they aren't great roleplayers or if their roleplay starts to slack off, its the leaders responsibility to either tutor them until they get with the program or else dump them. A bad RPer in a group is a cancer that deserves to be cut out. A few public examples would go a long way to restoring SK's RP ethic and the same responsible leader that did that would have no trouble maintaining the membership needed to defend the HQ. If you use CRS as an excuse, I call [REDACTED].

PS. Currently the AVERAGE faction membership is 16. Hitting 20 would not be much of a stretch. I put an upper limit of 30 because there are groups with more than 30 members already.


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