Soban
Convention Veteran
@Andrew[/USER] and I were talking on discord about some recent RP that I somewhat liked and didn't see a problem with and he did. I'm going to paraphrase (hopefully correctly) what I think the core of the problem he was was. "I've worked too hard on my plots for some rando to come in and police me and throw a huge wrench into my plans." That's something I can understand, even if I'm not sure I agree with the application.
So part of the issue is an interaction between Player's Rights and Gamemaster's Rights. Gamemasters have a right to certain expectations including but not limited to "A Game Master has the right to control NPCs within his plot" and "A Game Master has the right to refuse any player or player character for any reasonable reason". Players have rights as well including but not limited to "I have the right to ask for a retcon or edit of the last RP session, if I feel my character was played incorrectly or left out at a vital time. ... Note: Player rights generally do not protect characters from bad things happening to them, including injury or death, or from criminal charges stemming from illegal actions (including deserting the military)."
We also have characters who have extensive knowledge/authority over places and people. For example, say the Governor of a planet called X who is played by let's say a fictional George. (I don't think we have any Georges around at the moment). We also have a fictional Gamemaster named Michael who is running a plot that George's not a part of (this makes it simpler then if he is). Planet X happens to be where part of the plot is set where a giant dragon attacks the burns down part of a city. (Not realistic for SARP right now, but the point is to abstract it a bit.) The Governor of Planet X is someone who should probably be involved in reacting to these circumstances. Normally, George and Michael should be able to talk and work something out between them. However, this isn't always the case.
The related case is one where George is in Michael's plot and sees an opening for another character they have to be a part of things.
The fact is that plots of importance are going to impact other parts of the setting. I'm writing one right now that I hope is going to change things in certain ways across the whole setting. Often, they will impact parts of the setting that a game master doesn't have control over.
Now the vast majority of the time, it's an 'oh, something happened over there'. It's not something they would know about or be able to interact with in time to matter to the plot. However, that's not always the case. especially if something happens over days or months.
A part of the problem is Interdependency. It means that basically everyone has fingers in everyone else's pie. If you decide to write about an invasion of a system, the admiral of the fleet (who may not be a part of your plot) is going to want to know about it and be able to do something about it.
The point of this is to increase the number of roleplay opportunities between people. The problem is that this also creates a lot more opportunities for people to have good reasons to bring someone in who's not currently involved in the plot but perhaps should be given what is happening.
Far as I can tell, this is what Andrew thinks is a problem. A part of me agrees with him. I think if we want to have interdendantcy to be a thing, we have to have a solution. A way for Gamemasters to not have their plots upended by people coming in from outside of it AND for players to not have their characters look like idiots for not reacting to something they should have.
Personally, I'm rather neutral on Interdependency being a thing. I think having things being siloed helps with this problem. My original perspective on my character's duties were that unless it happened in their area of responsibility, they didn't have to do much about it. However, interdependency means much larger areas of responsibility that often overlap with others.
So how do we solve it? I'm not 100% sure. If it were me, I'd probably go back to where things are more siloed. Basically, the Army has it's areas being defined mainly by where they are. With 'outside the empire' being big and unexplored and everyone able to send ships there to have adventures. The Empire as a whole being a very Federal system where the vast majority of the time it's local laws and such that apply and each is the domain of the people who are in charge of it.
Another option would give communications a speed limit so it's harder to respond to something if you are out of the system.
I hope I've articulated the problem and my thoughts on it well.
So part of the issue is an interaction between Player's Rights and Gamemaster's Rights. Gamemasters have a right to certain expectations including but not limited to "A Game Master has the right to control NPCs within his plot" and "A Game Master has the right to refuse any player or player character for any reasonable reason". Players have rights as well including but not limited to "I have the right to ask for a retcon or edit of the last RP session, if I feel my character was played incorrectly or left out at a vital time. ... Note: Player rights generally do not protect characters from bad things happening to them, including injury or death, or from criminal charges stemming from illegal actions (including deserting the military)."
We also have characters who have extensive knowledge/authority over places and people. For example, say the Governor of a planet called X who is played by let's say a fictional George. (I don't think we have any Georges around at the moment). We also have a fictional Gamemaster named Michael who is running a plot that George's not a part of (this makes it simpler then if he is). Planet X happens to be where part of the plot is set where a giant dragon attacks the burns down part of a city. (Not realistic for SARP right now, but the point is to abstract it a bit.) The Governor of Planet X is someone who should probably be involved in reacting to these circumstances. Normally, George and Michael should be able to talk and work something out between them. However, this isn't always the case.
The related case is one where George is in Michael's plot and sees an opening for another character they have to be a part of things.
The fact is that plots of importance are going to impact other parts of the setting. I'm writing one right now that I hope is going to change things in certain ways across the whole setting. Often, they will impact parts of the setting that a game master doesn't have control over.
Now the vast majority of the time, it's an 'oh, something happened over there'. It's not something they would know about or be able to interact with in time to matter to the plot. However, that's not always the case. especially if something happens over days or months.
A part of the problem is Interdependency. It means that basically everyone has fingers in everyone else's pie. If you decide to write about an invasion of a system, the admiral of the fleet (who may not be a part of your plot) is going to want to know about it and be able to do something about it.
The point of this is to increase the number of roleplay opportunities between people. The problem is that this also creates a lot more opportunities for people to have good reasons to bring someone in who's not currently involved in the plot but perhaps should be given what is happening.
Far as I can tell, this is what Andrew thinks is a problem. A part of me agrees with him. I think if we want to have interdendantcy to be a thing, we have to have a solution. A way for Gamemasters to not have their plots upended by people coming in from outside of it AND for players to not have their characters look like idiots for not reacting to something they should have.
Personally, I'm rather neutral on Interdependency being a thing. I think having things being siloed helps with this problem. My original perspective on my character's duties were that unless it happened in their area of responsibility, they didn't have to do much about it. However, interdependency means much larger areas of responsibility that often overlap with others.
So how do we solve it? I'm not 100% sure. If it were me, I'd probably go back to where things are more siloed. Basically, the Army has it's areas being defined mainly by where they are. With 'outside the empire' being big and unexplored and everyone able to send ships there to have adventures. The Empire as a whole being a very Federal system where the vast majority of the time it's local laws and such that apply and each is the domain of the people who are in charge of it.
Another option would give communications a speed limit so it's harder to respond to something if you are out of the system.
I hope I've articulated the problem and my thoughts on it well.