I too think that everyone can happily coexist, and certainly wasn't trying to "make war" against a "faction".. I actually had no idea that such a faction existed because the majority of the writing I'd seen in-game was fine. It didn't occur to me that a discussion of some incomplete thoughts would seriously affront people, but I accept that it has...and I'm not going to pretend that we don't have a style preference, because we do.
Esfandiar pretty much nailed our thoughts, or at least how we were defining things.
Here's what is on the About page that I feel is regarding collaborative writing: plot out all twists and turns of your character's story in advance, and always have ultimate agency over everything that happens to them
In my experience, this is what collaborative writing is about: people agree out-of-character on the story and the plot, they negotiate the big twists ahead of time, and then they write within that framework. Because the goal of a 'scene' is already implicitly or explicitly agreed upon by the writers (and if it isn't, they will pause to sort it all out again), it's perfectly normal to engage in long-form roleplay because the scene is set, the cameras are rolling, and anyone who is inconsiderate enough to go off-the-cuff is the enemy. It's normal to implicitly assume that nobody is going to interrupt you, nobody is going to move, nobody is going to drag you or climb a ladder and fall and crush themselves, or even stealth without rolling dice out in the open -- it feels like a very closed environment where the world is just a prop and people are taking turns giving their speeches.
That's not to say this is wrong. It might be what people with high-anxiety (about certain things, anxiety can be about lots of different things) require, actually, in order to play comfortably. As I've been maintaining the whole time, nothing is wrong with just having a different play-style. It's not yucky if this is your yum, but Song of Avaria just is not a restaurant where you can buy this food. We have a vision of a very dynamic environment, and while we have cutscenes (where longer-form posts might be more expected), in general the in-game world is meant to be moving at an objective speed with organic events arising. Again, Esfandiar really nailed it with the time-related comments. This brings me to the idea of combat emoting, which probably needs a guideline of its own.
- In a combat break, if you are finished emoting, just enter CONTINUE, and be mindful of including a lot of dialogue -- time is considered to still be moving, the pause is not a real-time pause, it is just a little break to give you an OOC chance to write an emote. Think about how much of a chance you'd have to talk in a real fight, which might be different considering the tone of the fight, how many people are involved, how much you're being directly pummeled, and many factors.
This engine isn't perfect to suit the vision yet, the guidelines aren't perfectly worded without misunderstandings triggered, but it's still alpha and we're working on it. Part of the agreement that people agreed to when joining alpha was to try to be patient and kind and forgiving of each other -- and of us. Again, I'm going to ask for some trust. If you read that About page and the game seemed like it was for you, chances are that it actually is for you. People might have different experiences or different trauma attached to words like 'collaborative writing' or 'improv acting'; but what we're trying to express by those words is the same vision expressed on that page.
I've played several different styles of MU* games and each time I end up learning (or re-learning) a new way of writing, a new way of participating, in order to fit in with the new culture. Sometimes I can't make myself fit. Sometimes it's not fun for me to make myself fit. Other times, I can fit, but it's just not really my cup of tea. Not to say other people's tea sucks. I just have a flavor preference, and others have preferences, and that's beautiful and fine. If you want to drink the tea we are making at our tea shop, you are more than welcome. It doesn't have to be your favorite type of tea either, but you are coming to our tea shop. Part of building an alpha game is defining the culture, and we are not willing to just let the chips fall on that. We have a certain vision for the game's atmosphere, and it will either take some growing pains to get there, or it just won't work.
We've seen the mistake repeated in the past, of game runners having a vision for the game, and as soon as they accept players, that vision is overrun. The theme of the game changes -- it's no longer about humanity and corruption and power dynamics; it's about posh parties and how PCs who like posh parties don't like criminals and magicians upsetting those parties. The playstyle expectations are left in the hands of the playerbase, going against the words of the game runners: they say they want organic roleplay, but the players by-and-large prefer the collaborative writing model, and so that's what becomes the expected norm. The code supports a different gaming style than is advertised, and water finds a crack, and the game becomes a toxic spiral of new people joining for 'roleplay' and then eventually getting beaten down by toxic bullies using DIKU code to permadeath each other for jollies. In every one of these cases, a new player will join the game with a certain perception, due to listening to the game runners' public statements on what the game is, and try to play in that fashion -- but they will be disappointed, betrayed by the actual existing dynamic, getting ostracized and/or hated by the existing playerbase, and in general feel confused and overwhelmed.
If you join our game, you can expect it to be what we say it will be: our vision is going to hold true.
I know there's a lot of history of trauma in the hobby and nobody starts off trusting anybody. But this is the security that we are offering, and if people are deterred by it, then I can't help that. The game is not going to be for everybody. But for those that it is for, I hope you enjoy it, because we are building what we are building. And there is a lot more range here than people are assuming, but if they take offense at the mere idea of any sort of guidelines then... I don't know what to say.
Nobody leaving is 'bad'. They are just maybe traumatized by past games and situations. Some I genuinely treasured: Mistsparrow and I spent hours discussing and going over their character applications and hooking people into hopefully fun plots, and I definitely feel invested in players, so it hurts a bit to lose them. I spent half the day yesterday pondering the private parting words of one of these players. I'm sure it also hurts them a bit to feel let-down by something they might've had hope would be a good fit for them. So, I'll make a suggestion: to those who really enjoy "collaborative writing" , I highly recommend AresMUSH games. The game engine is well-designed, with great consideration, and perfectly-tailored, built-in support for a more negotiable long-form posing rather than an attitude of "this is the objective game reality that all our characters exist in at once, and we must be mindful of that in order to preserve each others' agency". The level of prose you can find in these games is usually outstanding and wonderful. And there are such a multitude of options to choose from that you can most likely find the perfect setting you'd enjoy. If you can't find the perfect setting, it's also possible to host your own game: AresMUSH is an amazing codebase that almost entirely removes the technical obstacles for storytellers trying to host games.
So, if the collaborative writing style is your jam, all the power to you, my friends.
Let's all continue to be kind and constructive; I don't believe anything here is a smouldering ruin except for the pits of Rakim's tar-black eyes. I could gaze into those feverish orbs all day.
TLDR: We're not yucking yums, and I think people may be imagining things about our intentions that aren't there. I have loved seeing the roleplay in this game so far, and appreciate all the players, especially the ones sticking with us through these culturally defining moments. These are growing pains.
Edit: God this post is so long. Jiraya nailed us with that ba-dum-psh.