Kim, who admins one of our site's affiliates, the New World Project, wrote this article, Designing great factions for a great game – Tips for the perfect imperfect factions, for the Ongoing Worlds blog. I'm sharing it because it's very relevant to Star Army.
One of the things that's been a little concerning to me lately is how Star Army is adding a lot of new factions, but our overall number of active members (as in the amount of people who actually show up and log on each day) isn't much higher than it was two years ago. In theory this means of two things are happening: 1) Because there the ratio of factions to players has changed, there are less players per faction than there used to be, or 2) Players are juggling several factions at once, possibly at risk of burning out/feeling overwhelmed as they may reach a point where their commitments get bigger than their abilities.
In the article, there was a line that hit me pretty hard:
Our huge lore and long life can be a double-edged sword. As I have been out there advertising the site to keep the new players coming, I have been learning a lot about what roleplayers in general are looking for and I want to apply that knowledge back home. One of the things I found is that there are roleplayers out there that won't join us specifically because there's so many factions to learn. There's only so much we can do about this, but I think that we should consider the way that the factions as a group are balanced and presented.
Which brings us to this:
If Star Army was a bench at a bus stop, and a new player wants to decide whether to ride the bus with us, and Yamatai, Nepleslia, the HSC, and other successful factions are people sitting on that bench it's inviting. But if they're also sitting next to the rotting corpses of the Iroma and the Abwehran factions, suddenly that bus ride looks less attractive.
So I was thinking, and I know this could be controversial, that maybe we should use 2016 as a year to use and develop existing factions instead of making new ones. We must also consider "fading out" or merging some of the abandoned factions so they're no longer in play. Basically get the site more put together as a whole, and work on a more permanent faction to faction dynamic to the setting that's built to last and built to help players create RP.
One of the things that's been a little concerning to me lately is how Star Army is adding a lot of new factions, but our overall number of active members (as in the amount of people who actually show up and log on each day) isn't much higher than it was two years ago. In theory this means of two things are happening: 1) Because there the ratio of factions to players has changed, there are less players per faction than there used to be, or 2) Players are juggling several factions at once, possibly at risk of burning out/feeling overwhelmed as they may reach a point where their commitments get bigger than their abilities.
In the article, there was a line that hit me pretty hard:
Let's read that again and let it sink in: Factions can detract from the setting. In particular, factions can detract from the setting if they're not well developed.The same level of detail spent on designing the major factions can be just as important to ensure that the newly added factions are believable and contribute rather than detract from the setting.
Our huge lore and long life can be a double-edged sword. As I have been out there advertising the site to keep the new players coming, I have been learning a lot about what roleplayers in general are looking for and I want to apply that knowledge back home. One of the things I found is that there are roleplayers out there that won't join us specifically because there's so many factions to learn. There's only so much we can do about this, but I think that we should consider the way that the factions as a group are balanced and presented.
Which brings us to this:
The setting should be pretty stable. Wars and events will happen, but the core of Star Army - the axle around which the site spins and what made this site a success, is the Star Army of Yamatai and we shouldn't try to change that. And if we reach a point where the site gets in trouble, I think we should focus on that core element instead of thinking that we can save ourselves by creating new factions, especially if those factions are going to be underdeveloped or pale in depth compared to Yamatai and other established factions, or if those factions lack the "critical mass" of players to be self-sustaining.Every major faction will sometimes resort to proxies and other vehicles to advance their geopolitical agendas and we were fortunate enough to create the space for these factions to exist. These have proven useful to allow those who were interested in making their own to have the space to do so, whilst allowing the factions to slot into the pre-existing setting.
It’s important to allow that space to exist for creative role-players who have that inclination but it’s also important to ensure that the initial balance of power that you strike remains intact so as to not undermine the game mechanics.
If Star Army was a bench at a bus stop, and a new player wants to decide whether to ride the bus with us, and Yamatai, Nepleslia, the HSC, and other successful factions are people sitting on that bench it's inviting. But if they're also sitting next to the rotting corpses of the Iroma and the Abwehran factions, suddenly that bus ride looks less attractive.
So I was thinking, and I know this could be controversial, that maybe we should use 2016 as a year to use and develop existing factions instead of making new ones. We must also consider "fading out" or merging some of the abandoned factions so they're no longer in play. Basically get the site more put together as a whole, and work on a more permanent faction to faction dynamic to the setting that's built to last and built to help players create RP.