I suppose being the FM of one of these "enemy" factions, and a sort of mish-mash of co-co-co-FM/undertaker for one of our abandoned factions, I guess I'm in a pretty unique position to comment on this topic. Keep in mind, I'm definitely one of those with my hat in the ring, so I am not above accusations of bias.
First of all, expecting a single overworked FM who has to spit out at least five high-density information articles before a faction even becomes somewhat playable to be able to develop other facets and nuances of that faction to the same degree as factions worked on by dozens of people for over a decade is unrealistic at best and shockingly elitist at worst.
Second, saying that more factions can detract from a setting and advocating for more development of "core" factions would hold more weight with me if most of SARP's "Core" factions were capable of taking any major action at all without becoming bulls in the china shop.
I don't really have a plan for what I'd like to talk about right now, but I guess I'll just cover some of the general stuff. I'll give them headings so people can read the bits they're interested in as they like.
NEW FACTIONS
In SARP, new factions are hard. The world is against you. Admins and players tell you you're not wanted, you hit the pavement trying to find opportunities to appear even as a cameo only for most to shut the door in your face. You rarely get a chance to advertise your faction in roleplay, and even then often incompletely.
Your choices are to either strike out alone, try to gather players and start a plot hoping you have the skills to keep it alive and the time to develop the faction at the same time, or you wallow and get reduced to "NPC" status in a process that seems to be slowly gentrifying the FM's forum.
Occasionally we see the odd newbie with stars in their eyes wanting to bring something they find cool to the table, these are easy to dismiss, poorly planned and thought-out. Except when they suddenly have art, in which case they appear to breeze through like the Gartagens did.
But what scares me is seeing our older, veteran players, guys who have been here for years, run plots and gotten involved in at least one of the factions. These guys are turning around and wanting to start their own factions now, trying to bring something new into the setting, and they're just being crushed by a setting that doesn't care.
Why are they making factions? Do the current factions not suit? Do they want to explore their creative potential? Do they feel strait-jacketed by circumstances beyond their control? I don't know about all them, but I see other people looking at their creations with absolute contempt and saying they don't belong.
Not invalid criticism, perhaps, but discouraging nonetheless. I seem to find myself as one of the few pillars of support for a few of these aspiring FM's, and it kills me to see them dealing with other friends of mine in this setting and being shat on by them. But the biggest problem, the one growing bigger by the day is what happens when these dreams are crushed.
These players are GM's, losing them would be a travesty. Me, I'm just some random smuck who plays funny characters in other peoples plots and writes half-wit headlines in the News forum. It's these guys who are the real content creators.
One thing I would like to see people examine just as much as the content of a new faction is the plan for them. What will its purpose be in the setting, which direction will it go, does it have an end-game. This is what I see a lot people missing from the critique of these new factions.
DEAD FACTIONS
One thing I seem to come across with a lot of these "dead" factions is the fact that they're actually wallowing more in a state of being "half-dead", interest and minor interaction are still present, at the very least many players have a sense of nostalgia about playing them. The main problem is that the central drive that pushed them to new interactions and situations is gone, either too busy to continue or loping in and out of activity just enough to prevent others from taking the helm without looking over their shoulder.
You can practically see the rose-tinted goggles fall over peoples eyes as they talk about their Iroma adventures, and Matt has been a friend to many older players here. Both are respected, but both of their factions have been allowed to languish in a setting that doesn't know how to deal with them.
I don't know how to fix these problems. But neither the Iroma nor the Abwherans are standing in the way of any grand designs at the moment and so for the time being perhaps they should be left until one is worthy to pull that particular sword form its stone.
I'll talk about the Gartagens last since they're the ones I'm intimately involved with. The Gartagens too were left to rot after their primary drive left the site under questionable circumstance, I can't speak for all Gartagen players, but I felt raw, betrayed and midly hurt. Time hasn't healed all wounds but it has been thrust upon me to do something, and I feel the need to at least provide myself with some closure and allow others who still have an interest to develop their own ideas within the faction.
I have worked closely with Kyle to find a reasonable end-game for gartagens as a whole, and we are in the opening stages of advancing towards that. I like to think this is one of the few times a "dead" faction has been put to rest in a respectable manner in the setting without being totally obliterated overnight in a massive sweep of the wiki.
The Gartagens also take up an unreasonable amount of room on the starmap for their importance currently, so there is greater imperative to deal with them. Some colonies will fall under a protectorate, others may be seized by colonial powers, and the rest may become a wild west of shooting and law of the gun. From the ashes, the grounds for new growth truly are laid sometimes.
CORE FACTIONS
I want to talk about some of the problems with SARP's core factions, since one of the main advocacy points is that we should retract support of new factions to develop our older ones.
I would be more inclined to agree if I felt that "developing" these core factions went in a direction that made them more valuable to the setting. I say this not because of any dislike of these factions, I say this because I feel these factions are
boring.
Right now the major factions are literally "too big to fail", they cannot go to war with each other since all them require the complete destruction of their foes, they cannot afford to lose because it would mean their own destruction, and therefore they cannot afford to start wars with any faction even close to approaching their size. Instead we have this incestuous relationship of back-slapping coldly and trying to play super-happy friends.
Neither can they bully smaller factions due to their immense size dwarfing anything else on the star map. Politics in SARP are currently too brutish and direct to allow much in the way of proxy warfare, and since most plots are based in these large factions war by proxy doesn't add much value for the FM's of these large factions.
If we are to "develop" these factions, it should be development to regress from this shaky jenga tower we've created for ourselves. Lower the stakes, make failure non-lethal, and allow casual conflict to have some return.
At this point in time the major factions are literally untouchable by small factions. I have literally had high-placed people actually become angry at me because they perceived that I was attempting to compete on the technological scale with Yamatai. Misguided I know, but it was three days of effort to finally make them realize once and for all that such fears were unfounded.
I have never attempted to make anything for any other faction to compete in brute force strength to Yamataian tech, due to my aversion for interacting with Yamatai in any meta-political manner at all. But the more I thought about this incident the more I realized that I had tacitly been self-correcting myself to avoid having anything to do with Yamatai in setting.
This shouldn't have to happen. It will not get fixed by "developing" these factions more.
TL;DR
- New factions are being made by old folks, be careful how you treat them.
- Dead factions are usually only half-dead
- Core factions won't be fixed by "developing" them.