Perhaps, but all the amount of red tape I'm starting to see regarding player-created factions pretty much makes me feel I don't want to have anything to do with them. I'd just rather use my own ideas simply because there's far less hassle involved.
Perhaps my mindset regarding this is just alien. Me, I kind of see all the factional additions as D&D books added to me GMing repertoire to use. If there's a book on, I dunno, gnolls... I'll pick it up, read how they work, and I might choose to use them in my game. If I want to make my player feel like they're part of a wider, dynamic and shared universe... I'll try to do it right. Or I won't try at all if I feel I can't.
But I won't tolerate having some high-D&D-game-designer like Mike Mearls come to me and tell me: no, that's not how you run gnolls. Fuck it. It's my table, with my players, and it's my time spent using assets I had at my disposal to entertain them. Who are you to tell me I'm not doing it right? What makes you so high and mighty that my NPCs aren't as good as your NPCs? What makes you so sure that all your faction behaves exactly as you wish it and that there are no exception? How can you expect people to take interest in investing in them if they cannot themselves create beyond the mold originally created?
It's not roleplaying if people are so keen on a piece of text to remain static under thier own vision. Things going exactly like planned is a novel.
Interact with me, you say? I could consult you if I feel inclined to, but it doesn't mean I have to feel obligated to on to the point actual rules need to be put on it. Another important point for me - as far as I'm concerned - is that cross-plot stuff with two arbitraters is not something I feel works out - I'll even go so draconian-ly say that I think it's dead. I've seen what it did at the Battle of Yamatai, and I'm not ever touching it again. I'm certainly not going to touch it with a FM either.
For example, Exhack's been making alusions that he'd be fine with somesort of my-plotship-contact-with-the-Iroma. The main reason it's really not happening is that if the Iroma NPCs in my plot aren't controlled by me, I'm not inclined to make it happen.
I've spent more than five years here on SARP, seeing the same damn kind of drama over the same kind of problem. People create factions far more for thier egos than to actually add to the setting. The ownership you people put into them, as far as I'm concerned, turns them into useless excess baggage in the site, as far as its use for a GM is to me.
Also, old SARP, new SARP, whatever SARP: new factions getting a playerbase shouldn't be an expectation. It should be an offshoot of its success lead by player interest. And it doesn't mean it'll last.
I look forward to the day someone is going to create something on the site that's actually meant to be used by everyone without being exceedingly policed like what I'm seeing. Without feeling one's actions is trampling on the ego of another. That I will be able to use. That will be a useful setting element.
So far, only the Mishhuvurthyar have qualified.
Wes, I applaud your generosity, but I truly do think that your ruling for creating new factions needs heavy revision. We always have people tripping around these issues. The only real way of stopping it is at the beginning, with what is allowed to be created and not what has already been created.
Also, I'm growing to think that the role of FM is superfluous. If I'd see anyone in position to create new civilizations, it's not prospective FMs: it's GMs wanting to present them into their plots. At least then we'd be sure they'd have a purpose in entertaining our playerbase at the first.