To Everyone In The 5th Ir: Please Read
Edena_of_Neith here. Greetings to all my old friends and to the new people too. Glad to meet you!
Almost 3 years ago, I ran the 3rd IR. It went from early January to late March of 2001.
We carried the 3rd IR to a point in the storyline where I felt I could stop.
But, I want everyone to know just what it meant, to run the 3rd IR, with it's 25 players and rules complexity - and this, the 5th, IR has a large number of players and some rules complexity, so there is a rough analogy, and what applied there may well apply here too.
I had to work 8 to 12 hours a day, every day, for 3 months straight - working day and night - to conduct the 3rd IR. That's hardly a boast: many people were greatly dissatisfied with the pace of the IR (it was too slow.)
I collapsed under the pressure and workload on Turn 5, then recovered, and the IR recovered ... miraculously. I guess it really recovered because most of my players really wanted it to, wanted the fun to continue, and refused to let my mistakes kill it.
The single biggest thing that caused pressure on me was a deluge of e-mails. A literal deluge.
I had 25 people simultaneously:
- Sending in plans for the tech arms race, magical arms race, troop build-up and movement, alliances, special plans for special inventions, special plans for how those inventions would be used, and so on.
- A lot of questions concerning the rules. This includes people asking me to resolve a rule where I had already e-mailed them with the resolution, and in a few cases people accusing me of ignoring their question when I had already e-mailed them with a resolution (I did miss a lot of questions, though, and this angered players justifiably.)
- A lot of grand plans. By grand, I mean plans on the order of creating new races, colonizing other worlds, taking over another power by wildly nefarious means, and some rather incredible magical and technological inventions that were all too plausible in the environment (for example, someone figured out how, using low level spells and basic materials, to blow up the planet! If that sounds like a joke, think again: I had to arbitrate that.)
The deluge of e-mails, coming day and night, was in addition to everything happening on-screen. A double whammy.
By freak circumstances, I had the time to spend, back then. I had the 8 to 12 hours a day, every day. And I was obsessed: obsessed with making the IR work, keeping it going, and making it great (I may not have succeeded in making it great, but I tried.)
Now ...
Serpenteye is brighter than I am.
Serpenteye has a stronger work ethic than I do (he can accomplish far more, per hour of work, than I can.)
Serpenteye has access to better computer programs than I do.
And Serpenteye has the help of Guilt Puppy, in making the map (a CRUCIAL development, without which I don't know how we'd do this at all. Without Maudlin, the 3rd IR wouldn't have worked at all, much less been as good as it was for many people.)
But ...
Serpenteye has limits: physical, psychological, timewise, and otherwise.
If those limits are overthrown, we will have a burned out Gamemaster.
A burned out Gamemaster means the 5th IR is over.
Finis the fun. Finis the IR.
We don't want that to happen.
I will go out on a limb here, and say the following:
We must coddle Serpenteye along. That's not meant to be condescending in any way, but is the literal truth. We must help him, must be patient with him, must NOT attack him or accuse him of ignoring us, and otherwise give him every bit of slack possible.
Even if we do that, Serpenteye will still face overwhelming pressure.
We MUST NOT deluge Serpenteye with e-mails!!! We must limit e-mails as much as we can: trust me when I say that he will still have a LOT of e-mails to deal with, even if we exercise great restraint!
Anyone who can help with maps (THANK YOU, GUILT PUPPY) needs to work with Serpenteye and help him as a surrogate.
We players must not be lazy. We must proactively read the rules, understand the rules (and accept the consequences on ourselves if we do not understand, rather than blame Serpenteye), and act on them.
Those players who have not claimed factions, should claim them, and aggressively develop them.
Players should try to be self-reliant as much as possible. Don't lean on the Gamemaster any more than is possible. We must do it ourselves.
If that sounds unreasonable, imagine being a gamemaster where everyone wants every single little question about their power answered in triplicate, then has more questions from the answers, and is constantly hitting the gamemaster with e-mails and online comments, and ... we have a burned out gamemaster.
We players are the bearers of the IR. That has ALWAYS BEEN TRUE of the IRs. We, not the gamemaster, carry the game. The gamemaster simply arbitrates, going along with our insanity!
If we rely on the gamemaster to make all the calls, to play the game for us, he will be whelmed. Remember that Serpenteye has his hands full with rules and unclaimed powers as it is: he has no time to play our game for us too!
We must do this in the spirit of fun. The SECRET of a successful IR (take it from the IR's creator, folks) is that it is slightly tongue-in-cheek. It is not dead serious, and neither is it totally frivolous, but somewhere in between.
In a scenario where you have a faction seriously trying to take over the world in a strategic game, yet the possibility exists of someone blowing up the world with some crazy invention (or, in the case of the 1st IR, turning all the evil races good, turning the sky green, letting pure Chaos hit Realmspace, and other things of this sort), there has to be a kind of ... compromise ... between seriousness and frivolity.
If you go all serious, you will take the frivolous elements of the IR as ridiculous, and we lose players, and that disheartens everyone. Not to mention, Serpenteye will be accused of being a ridiculous gamemaster (I know, for it happened to me, folks.) This will not make Serpenteye feel very good, will it?
And if Serpenteye is not feeling good, and is not having fun himself, you have a burned out gamemaster, and why not? Why should he run the game when people are attacking him, or not having fun themselves, or quitting en mass?
If you go completely frivolous, this won't work either. Serpenteye (and I, in the 3rd IR) developed rules, and the rules were meant to be used. A guideline by which to hang all the impossible inventions, dreams, and plots upon.
Learn the rules, respect the rules, and use the rules to win! That is what Serpenteye did himself in the 3rd IR as a player, and he was winning because of it!
And when Serpenteye sees that players are working hard to win, using his rules, he will take that as a sign people are truly interesting in his game, truly respect his game, like his game, and want to stay the course. That will mean more fun for him, and more inspiration for him.
Did you know that when the players are having fun, it generates fun for the gamemaster?
And when the gamemaster is having fun, he is generally a better gamemaster, and runs a better (read: funner) game?
And that this becomes a self-perpetuating cycle, and feeds on itself?
I am presuming that all of you know this. And the cycle can feed on itself until the players are all but maniacal in their efforts to play and win! (I should know. I watched the 1st IR explode like a rocket. It was astounding. I had never expected a casual question to turn into a major game!)
Try to have fun, try to help others have fun, try to help Serpenteye have fun, and that will be reciprocated! If it looks too frivolous (or absurd, or over the top) let it go: it's only an IR. If it looks too serious, let it go and loosen up: the strain on you will kill your power as surely as the enemy will!
Now, I may have offended people with this post, but that was not my intent.
I may have told you a LOT of things you ALREADY know. I appreciate that: I am just trying to relate what I learned from the 3 IRs I ran.
I am informed that the 4th IR, the Rokugan IR, died due to burn-out.
We don't want that to happen to us!
And it won't happen if we are having fun, and we are trying to have fun and help others have fun, and cutting slack for others, and maintainng the compromise between the frivolous and the serious.
That does not mean that everyone is going to be happy with the 5th IR.
Some players will simply find the situation unfun and/or intolerable. And they will quit.
This is inevitable.
But, if we work at this, most of us will stay the course, and we will make this an IR for the record books.
And THAT will be remembered, and cherished in our memories, and the legacy of the IR will be one of fun, friendship, and perhaps a desire to start a 6th IR!
I CARE about this 5th IR. I cared enough to post this. If we care about the IR, and we work hard to make it work, and we compromise between seriousness and frivolity, and we fight to aid Serpenteye against burn-out ... this could be an IR that goes down in legend.
Yours in True Sincerity and in Humbleness
Edena_of_Neith