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Summer TH 2023 Breakout: IC Negativity
This topic didn't make the agenda. Discuss Here.

Topic didn't make the agenda, so we can discuss here.

"For me, IC-based negativity is perfectly cool and par the course for the theme. Your character hates someone or something and wants to dump on them? Expected, though I do generally try to mix in bits of positivity about the actions, the taking of chances, the creativity, etc where I can if it's me doing it. What I'm talking about with 'staying at the low bar' is OOC-based negativity and low expectations filtering in from us as players into the world. Response to player-generated plots and actions which go along the lines of, 'that's cool, but don't expect that to happen often or much at all' but reworded and repackaged. Whether it's for singular big moments, longterm drawn out plots with lots of investment, etc. Whether these types of thoughts are shared to everyone or smaller groups. How can we rather than default, in some cases, to expecting less effort, enabling if not encouraging low expectations, to rather shifting towards where we uplift to higher expectations and creating more effort? Which I think can also pull some from other threads where people talk about wanting more than death-only resolutions or death-only conflicts."

My thoughts:

I don't like IC negativity toward people trying to do things just because a player OOCly thinks they will fail. I think we should play to lift.

Most of the time, someone trying something ICly that doesn't require extensive admin support, can succeed if other players engage with it, lean in on it, make it fun.

Yeah, there are some things players attempt that the admin are probably never going to support due to theme or resource constraints. We can't 'Yes, and' everything, and that's when we as a community should respond with 'No, but'.

If someone has an idea or a plot, and it's not workable in your opinion, try to steer them towards a version of it that will work.

Also, please remember that the game evolves over time. If you tried something 5 years ago and it didn't work / go anywhere, that doesn't mean this thing won't. Times change! Let's not let past experiences completely color how we look at current attempts to accomplish things.

I love the idea of a mentality shift towards uplifting things, and trying to make them work. If they fail-- you probably still had fun with it. And if they succeed it can be an example for others about what is possible with enough effort and RP.

I think it's a bad idea to discourage IC negativity or establish some sort of OOC stigma around it. It does not fit the theme. I'd even argue that there is too much positivity and happy-go-lucky attitude already.

I find this sentiment of IC negativity is more of reflection of what can be expected of the player-base and staff in terms of plot acknowledgement. It is quite common to invest a lot of time, energy, and resources into a plot but find yourself with a very lackluster response from the game world.

The reason many of us express this caveat is it is also quite common for the instigators/architects of these plots to take the outcome very badly, and spiral towards permanent death as direct result.

Setting an expectation helps soften the blow.

I love the idea of play to lift. And I'm not sure if I've read that yet but I'll take a look after my post.

And to be clear, my desire to post wasn't about anything staff had done or communicated ICly through puppets.

Being as vague as possible, in the spring I ran my own little plot. Any negative IC reaction to the plot didn't bother me, but what stuck with me was a comment where someone had said to a large audience, "Don't expect this as the norm." (but phrased differently)

And what I gathered from that was essentially OOC communication through IC means to not expect a good deal of chyen and effort into making a conflict, possible death plot that wasn't just show up and try the hit. And to try to steer people towards expecting far less effort and expect moreso just "you're going to die, probably with far less fanfare".

So for people who do show up and kill plots, this isn't a criticism of you and those at all. It's not my preferred style most of the time, but it's certainly themely and has a fit into the game. My main concern and the reason I asked for the topic was moreso addressed for the comment which tried to push down the idea, temper expectations on what people can put into effort wise and creativity wise. An opportunity to reflect on why would we as a playerbase at any time, any of us, want to communicate a sentiment of "expect less".

I think the comment stuck with me also because often times we can see on the boards where we reach for a coded solution rather than a culture solution. And I've been wrong at times where a coded solution does help. Yet even looking at implementations of items into the games that help with kidnapping, capturing people alive and releasin, I ask myself sometimes - has the implementation of those helped a great deal to increase those events? I think we've seen an uptick absolutely, but I don't know if we've seen as much as we all hoped. Sometimes when I mention something we should address as a culture change, I do get push back by people who say coded changes will solve the majority of the issue.

And I bring that specific portion up because it ties back into the OOC negativity/lower your expectations which seeps over into IC reactions sometimes, such as the one which spurred me in part to write it as a topic. I feel as players we should always be encouraging ourselves, whether personally or others, to keep up the effort put in and not treating it as an outlier and saying stuff like "Don't expect this to happen often." in terms of effort and length given for IC plots and attitude.

I hope that makes sense. Negative IC reactions to a plot I might run don't bother me, but I do hope so much better for all of us to not spread a message of "Don't expect this type of effort" essentially, which feels like OOC sentiment about what we all can be as players for those times when and if we want.

I personally find that the 'too big' ideas that get shot down by other players are often ones that have come into fruition for others in similar forms, it's just they have taken a lot of time and effort. In that vein, I believe it is poor etiquette as a more experienced player to scoff and say 'fat chance' regarding things that certainly have been done before. On the other hand setting an expectation is healthy, because no you likely aren't going to open that jazz bar within your first couple months in Withmore and shouldn't be coddled into thinking so, but pointing to individuals who have been successful with similar goals in the past is a good way to keep people motivated.
Not expecting things to happen often is both disappointing and realistic. Kidnapping plots as they currently stand have a huge overhead of effort, various player involvement, and aligned stars. I think being negative about it is bad (I probably have been guilty of this before) but as SoftAndWet says, managing expectations is important. Some plots are more stressful than others, many take infinitely more risk and effort than others. The rarity of a kidnapping plot also contributes to how cool they are from an IC and OOC perspective.
Appropriately managed expectations are probably one of the best tools a player can have for achieving long-term success, in concert with a good understanding of how the community sees ambitious goals, and the sheer amount of time and effort involved.
Alternatively, when big effort is made and the response is 'don't expect this to happen often', the stage is being set to put in minimal effort and expect minimal effort from others.

There's a way to properly set expectations, in particular when you're trying to pull something off, while also balancing not diving into a realm of telling people to keep low expectations of the efforts others will make.

Yes it can be a tricky needle to thread between managing expectations and discouragement, especially because what those entail differ from player to player. I know I have been straight with people how long certain mechanics take to learn and some have basically quit immediately and others rose to the challenge and more, so I really don't have an answer as to where the right approach is.
Honesty is important. For one, one of the things that makes accomplishing those big goals meaningful and fun is that they are difficult to accomplish and take a long time. BUT! That also means it's a great long term plot to keep you motivated and also involve other players.

An established character can hire/mentor a newer one to try and help them achieve their big goal.

For example. Bob wants to lease a club. Sue runs a club, so sue hires Bob to become a lanager so Bob can see what it's really like, wet his appetite, so to speak, maybe even be set up to succeed Sue as the club boss or something.