The Grass is Always Greener: Nobles vs. Commoners

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Definitely doesn't seem like the whole story. People who stand close to Faren or Fellstar also seem "busy and involved" (because they were both up at 4am looking for hooks), but I don't see nearly the envy or resentment towards them that I do towards nobility. Part of that is secrecy: it feels like the plots and mods that F&F get *could* have gone to anyone, whereas it feels (because they do a lot of whispering outside, in secret rooms, or in huddled meetings) like the noble stuff is "just for them". I'm not saying there aren't people who don't feel envious of those in F&F's close circles... because I have certainly heard hurt feelings there, too, but not to the same extent by any stretch.

As I said before, I think there is also a perception that many more things are noble plot than are exclusive to nobles, precisely because there is an expectation that nobles can make decisions that others cannot. When the Sheriff non-noble plotline happened, I perceived that many thought it was Big News.... which contradicts the idea that its all just 6 of one/half dozen of the other.

I think it is likely that there isn't nearly as much "noble plot" as there seems like. I think the presence of nobility is a blanket that makes it seem like there is more there than was designed. Perhaps even the sense that they already have something cool, so they should get *less* plot, which I'm not sure is fair either. I think that to believe that there isn't some sort of problem, though, and that maybe the balance or calibration isn't off in some way, is likely denial. Admittedly, that problem might just be that nobility exists... seems like the human race has been one long story of getting rid of nobility bit by bit, so expecting people (who are generally modern humans in the rest of their lives) to be happy about it now might be unreasonable.
 
Admittedly, that problem might just be that nobility exists... seems like the human race has been one long story of getting rid of nobility bit by bit, so expecting people (who are generally modern humans in the rest of their lives) to be happy about it now might be unreasonable.

I have resisted commenting on this thread as I feel that in general my thoughts have been expressed better by others and I would just be rehashing, which I feel is either argumentative or combative. I do feel a need to reply to my perception of this statement though. Keeping in mind that I feel that my self and many of the squires exist on a gray line where we are not really fully part of the Commoner Faction or the noble faction. While I feel there is some validity to the statement quoted above. I know I personally got into larp to play characters the can explore views other than my own.

Entering into a game with a Medieval Feudal element and than being angry that there are nobles would be like going to a car dealership, and being angry they had cars. As I said before I don't feel that I should comment on the argument as a whole until I have a poignant opinion to express, but I would like to see the conversation move away from anger at the existence of nobles, since there was no deception as to their existence before one joined the game, and more towards constructive thoughts about how to address perceived or real imbalances in the system.
 
Again, just telling people that what they feel is wrong doesn't actually make it any better. I'm not disagreeing that its irrational... but we're not talking about rational. We're talking about enjoyment.

I didn't join the game because it was a Feudal Medieval game. I joined it because Paxton wanted to play it. So if I hated the fact that Paxton was playing.... THEN I'd be crazy. This.... not so much.
 
Again, just telling people that what they feel is wrong doesn't actually make it any better. I'm not disagreeing that its irrational... but we're not talking about rational. We're talking about enjoyment.

I didn't join the game because it was a Feudal Medieval game. I joined it because Paxton wanted to play it. So if I hated the fact that Paxton was playing.... THEN I'd be crazy. This.... not so much.

I think we are going to have to agree to disagree. What that sounds like to me, is that your saying it's valid, in the same way that going to a baseball game because Paxton wanted to go but wanting them to play football and being upset they didn't is valid. You joined a game in progress with a noble class. The fact that that wasn't the reason no less reduces the fact that the noble class was their before you joined, and was one of the reasons many other people joined. I don't feel that having a beef with it's existence is in any way going to be productive. It's not likely to be taken out because you don't want it to be there, so the more constructive discussion is going to be to figure out how things can be improved so you can also have fun around it.
 
I'm ok with disagreeing. It seems a little weird to say that everything you do, you have to like all parts of it. I don't like the fact that in Candyland, you can be almost at the end and get sent back to the lollipop, but I still play because I like the people I play with. Especially if I happened to be online with the Candyland rules committee, it would seem silly not to voice the objection and even hope to find a solution or compromise.
 
I also think that there is a huge difference in whether there should be a noble system in this game and giving suggestions or feedback on how it should be implemented. I knew there was a noble system when I came into Alliance. I am fine with that. But like many players, we all have opinions on how we think it should be implemented and supported OOG. As players, our we have event commentary forms at the end of the event to give that feedback. I think that is much of what we are trying to discuss here, not whether there should be one or not.

Also I have heard anger/resentment about the early morning mod squads...but myself I have no issues with it at all. If they want to get up that early, good on them!

I also think that if people have issues with the amount of content, one way or another, one option is that you can try and help make more content for the game by volunteering to write something. It's not for everyone, but it's a way that we can try and get more content for players, whether they be nobles or commoners. If you don't want to write, maybe volunteer for an NPC shift.

Mike
 
I'm ok with disagreeing. It seems a little weird to say that everything you do, you have to like all parts of it. I don't like the fact that in Candyland, you can be almost at the end and get sent back to the lollipop, but I still play because I like the people I play with. Especially if I happened to be online with the Candyland rules committee, it would seem silly not to voice the objection and even hope to find a solution or compromise.

That may be miss-communication on my part. I feel you have a total right to like or dislike any part of it. My comment was soly directed at the the fact that I felt it was unproductive to complain about it's existence, since it's likely not going anywhere. It was definitely not my intent to invalidate or convince you that you actually like it. I was simply trying to point out that the purpose of this thread was constructive discussion about ways to solve the perceived or real issues, not knock either group more on the forums.
 
Will, I'll note that in real life I'm a Socialist, and hardly a supporter of bringing back a classist monarchy! If someone starts up an American Revolution themed LARP, and I can meet my hero William Dawes, I'll turn in my white belt for a musket the day that game puts up its Facebook forums! In the meantime, the feudal system within the Acarthia setting is not going anywhere -- How can players within it direct our own actions better to make it flavorful without being oppressive, open to others, and fun (for us too!)? Then the separate question, How can Plot manage the right amount of fun conflict, provide open doors to players, continually reopen those doors to new players, and use the feudal setting as a backdrop for good story? Thus far, I'm picking up the following suggestions:

Players
  • Add more transparency by avoiding seekrit meetings, which make it seem like all the cool stuff happens only inaccessibly out of sight
  • At the same time, don't command public attention with those activities, thus rudely dominating public conversation
  • Keep the flavor of the game setting, but try not to be a jerk when enforcing IG cultural niceties like bowing and kneeling
  • Proactively involve players from outside noble teams
  • Delegate authority to commoner PCs from outside noble teams – and expressly tell them that you’re doing so, out loud, so there’s no question about passing that baton of delegation
  • Publicly recognize the accomplishments of commoners, especially those from outside noble teams
  • Involve others in the decision-making process
Plot
  • Create or allow paths of progression and leadership outside the noble structure
  • Expressly delegate authority to commoner PCs from outside noble teams
  • Publicly recognize the accomplishments of commoners, especially those from outside noble teams
Are there any other major suggestions that have come up in this discussion thus far that I’ve failed to capture here?

Thanks,
Trace
 
See I dont have a problem with there being nobility- Nor even a vague appearance they exclude others (for the most part, they really dont. I just find them annoying as **** and dealing with them isnt part of the experience I wanted out of this game, I was hoping for more of a D&D party type thing... where yeah there is nobilty, but they are effing off somewhere else to play politics and make stuff run and are out of the way doing their thing...but here we are. With them slumming it apparently. And a lot of them. In charge of big fights every weekend.)

I think a lot of the burden is going to be on 1- plot to give opportunities to non nobility and say it more clearly. Perceptions are perceptions, but if we have a lot of butthurt based on appearances, somethins wrong. 2- Players who want more, to take innitiative to get more, weather among themselves or from working directly with plot and being louder about precicely what they want from plot. Common players cannot rely on nobility players for their fun, ya cant. Its not fair and it isnt int he spirit of the setting and you set yourself up for failure when you are reliant on someone else for your fun. SO- then it becomes a matter of deciding what you want and going and finding it or creating it. Wich has been what me and many other folks are doing in a variety of ways.

See the other thing is this Nobility players have their own problems to worry about and honestly it has always appeared to me theres stuff plot does to them that there isnt enough infrastructure laid out for them to handle the way one might think to handle things. Therefore often the nobility end up doing things, or making calls, simply trying to handle plot stuff.... but it not only ends up disapointing for the nobility players at times, it can end up pissing off commoner players too. Being a noble sucks- theres a good amount of responsibility and almost no -real- authority... like REAL ability to make decisions or protocol in the course of game.

Basically? There must be an equal but very different set of support structures for these two primary tracks in the game that do not rely exclusively on eachother to function. Making them have the same stuff makes either useless and deprives the game of variety of gameplay. Define them, give them opportunities separate of eachother, and the space to be what they are: Then people can be happy I think.
 
I'm going to express what might be taken by some as an unpopular opinion that I have mostly been keeping to myself. I think it will give some perspective:

I think the PC Nobility should have significantly more power than it does right now.

I think many of the problems the PC Nobles have as a "class" flow from this lack of power and assumption of responsibility. Let me give 4 examples.

1. Warchief: Way back in October of 413 Squire Frank (then just Frank) wanted to be the Warchief. Baroness Elavir, wanting to encourage him and allow him to play the game in a way that was fun for him tried to make that happen. In fact, the way it was told to me was that Frank was doing such a good job that all of the Barons in the game (Tiatar, Rivervale, Warchester, Bayenna) all agreed that Frank would make a great Warchief and all supported him. When the Duchess found out a commoner was "giving orders" to a member of the nobility we were told that this was unacceptable and that only Nobles could be Warchief. This put Elavir, Darius, and to a lesser extend Egil in a position they didn't want to be in (leading the town battles). Elavir and Darius weren't battlefield commanders and didn't see themselves that way. While I believe all of our war leaders have done a great job, this was them being forced to take a position they didn't want and created the squads system. It was pointed out that nobility in the Player's Guide and Rulebook DELEGATE authority all the time. The position of Sheriff, Magistrate, and Seneschal all give part of the nobility's power to one not a noble. We were told "this is different" because the warchief "commands" nobles which was unacceptable. Thus the nobility was unable to exercise their power in the way they wanted, at the expense of a commoner.

2. Loot Split: After the Barons were forced to become Warchief (we were told unequivocally that we needed one, letting everyone do their own thing was "not an option") many citizens in the town starting complaining about loot. The problem? Some citizens were running around looting things they hadn't killed while others were busy defending the town from being destroyed. Some citizens were unwilling to stop and loot their kills because it was "unimportant compared to saving the town". This led to bodies dissipating and others claiming that the loot was "going to waste." To complicate matters further back-line fighters such as healers and others NEVER were receiving anything despite often using the most resources from potions to save the dying to celestial casters literally burning through a pile of scrolls. The Barons were accused of "hording all the loot" while the commoners "got nothing". Many battles my PC would give everything I found to the new players that were assigned to my squad just to make sure that everyone got something. The biggest problem was that there wasn't enough treasure for everyone in the town. The problem was that no one cared about the facts of what dropped and only wanted to blame others.

Banks and Wolsey were asked to work on a way of dividing the loot that would be fair for the town. We suggested that everyone turn everything in to a centralized pot and then the loot be divided proportionally by the number of people that participated in the battle. This way healers would get a share, those that were worried about looting could do so without incident, and those that didn't want to be bothered could just keep fighting. Additionally, it would make sure that things were fair and there was no perception that the Barons were "hording" treasure. The problem with this system was what to do with large items (formal scrolls, magic items, large suits of armor etc). We consulted several people, some wanted them to be "given out randomly" some wanted them to "go to the person or group that needed them the most" and a slightly majority wanted them to be bid on and the money turned into the pot and distributed among the groups. Giving the item to the "most worthy" would only exacerbate the perception of the Nobility hording things (even if more items were given to commoners than not) because people are more likely to remember when they don't receive something than when they do. http://www.nytimes.com/2012/03/24/y...e-than-positive-ones.html?pagewanted=all&_r=0 To me randomly seemed like the worst solution because a scholar could end up with a Indestructible Sword or someone totally uninterested and incapable of casting a formal scroll could end up with it. It made more sense to give the items to the individuals or groups that needed them. To me bidding made the most sense because it increased the treasure split everyone in the town received and allowed people to win things they really wanted by bidding more on them. Giving out items randomly also increased the chances that the loudest and pushiest would get the item from the person that didn't want it. Finally, "randomly" was suggested to not be random. Groups with 3-4 people in them would have the same chance as "all the commoners" or much larger groups of 12-13 people according to the suggest (and how it was executed in the future).

Banks and Wolsey drafted a proposal and sent it off to our Barons to get approval from the other Baronies and to be made to look nice. Without getting into specifics, a political mistake was made during the publication process and certain groups refused to respond/could not respond yet their heraldry was affixed to the "decree". Ultimately, rather than work through political channels and have the "House and Senate reconcile opposing bills" as would have been an option to empower the players. Instead her Grace told the Barons that they were wrong for attempting to control a loot split of any kind and they had no authority to do so. When asked if they could step back from being warleader, they were told that they would be shirking their responsibility to do so and that they still had to lead and run the battlefield giving orders and controlling things but they didn't get to mandate any sort of looting situation. Thus creating a situation where they received all of the blame but didn't have the power to change it. To this day it still tickles me that some members of the town were so opposed to the loot system being done that way but every single multi-team module I see people go on uses the same one. "The powers that be" told the town that they could do whatever "optional" system they want, but there is nothing to prevent morally grey characters from "sitting out" of the loot split when they find a magic item and opting in whenever they find something they believe to be less than the share they'd get from the town. Thus I still hear comments and aspersions cast against Nobility PCs for being "greedy" and "unfair" about loot splitting even though they have no authority to change or do anything about it. It makes me sad, especially because most of the members of the nobility give almost all of their loot away to try to help others.

3. Secret Meetings: Often the Nobility is given information that we are told is "secret" and "should not get out". In fact, I know of at least 4 different non-noble PCs that have told my PC something "because I can keep a secret and don't blab like some of the Knights and Barons". The problem with this is that you can't have it both ways. You can't request secret meetings from the Nobility and then complain that the Nobility has too many secret meetings. Several NPCs request secrets be kept from the "common" populace. Because the Code of Chivalry prohibits Nobility from lying secret meetings are often appropriate and necessary. It becomes even more rude to tell another PC "I can't talk about that to you" than it is to have a secret meeting about it. To me the biggest solution is to stop being so damn obvious about your secret meetings and stop being so rude about them. I see lots of Nobles stop a conversation they are having and tell people to leave so they can talk about a different topic. There are much more polite and covert ways to do this that don't make other players feel like second class citizens. (I should note that as a Squire I am regularly and routinely told to leave when others are having meetings.) The Code of Chivalry significantly constraints PC behavior, this is yet another way that the setting of the game gives PC Nobles less power than in other systems I have played. The Code also requires Nobility not to turn a blind eye towards shady dealings. Thou Shalt Be Everyone and Always the Champion of the Right and the Good Against Injustice and Evil and Thou Shalt Respect the Weak and Constitute thyself the Defender of Them, both speak to this. Some players of the nobility WANT to give people more space but know that if they do the powers that be will come down on them (hard).

4. Noble Commands: Squires don't have any official power. Any time a Squire asks that you do something you can tell them to go **** themselves. It is neither disrespectful to nobility nor against the law to do so because Squires are not Noble. That is as it should be according to the setting's rules. However recently, I have been told that Knights and Barons are not allowed to give any commands in New Acarthia (where almost all games take place). According to a "legal scholar" (plot not the rulebook or player's guide to be clear) unless the Duchess says the Barons are empowered in a certain area (i.e. warchief, but they can't delegate, do loot splits, or issue commands to individuals that don't want to participate) they cannot give anyone an order ever unless they are from that court. Furthermore, they can't issue judgment over an individual that's the job of the Magistrate, and while they can "make an arrest" really they shouldn't be doing that instead it is the purview of the sheriff. They also can't detain individuals. Furthermore, when some members of the Nobility tried to question and interrogate "monstrous races" that came to New Acarthia a new Ducal Decree appeared that told them they were doing it wrong and if the monster had weapons it had to be put down (originally without interrogation) and that letting it go and taking a kinder gentler approach wasn't an option.

Summery:
The Nobility is very limited in what it is allowed to do regarding a Warchief.
The Nobility is not allowed to require any PC to do anything except in defense of the town or if a PC is seen breaking the law.
PC Barons can't command Ducal or Royal Knights.
The Nobility is honor bound to keep your secrets so if you don't like secret meetings asking the Nobility to keep less secrets for you is a good start.
The Code of Chivalry massively constrains Noble RP as a setting document and requires PC Nobles to take responsibility for things beyond their control.
Almost every decision I have seen a Noble PC make has been countermanded from above.

Additionally, almost every time there is a BGA where players (not just nobles) attempt to do something cool, a huge contingent of NPCs rides in and "saves the day". So even on their own lands agency is taken from the PCs.

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Ultimately, I want the PC Nobles to be answerable to other PCs. Part of the problem in our game is that there is this massive superstructure of the PC's heads that prevents ANY PC from making meaningful or controversial choices. If the Nobles knew that they actually were empowered to make choices more deals could be cut and more grey could exist in the world. Similarly, if the NPCs weren't a monolithic "us/them" dichotomy of good vs evil things would be more interesting. Epyxia is "bad and evil" and Royal Nobles are "good and right". I have seen several occasions where all the politics of a situation are removed because all 30 something Ducal Knights are always righteous and good. I think it would be much more interesting if there were some evil Ducal Knights that weren't bad guys fighting against all the PCs. I think it would be much more interesting to see some of the shadier PCs empowered by shady knights. It would be even better if some of these shady knights were other PCs. I would love to see Parzival climb the ranks of the nobility and then undermine the vanilla "everyone's a paladin" culture. I wouldn't advise him to do this though because PC Nobility has no power and its pointless to do that. Ultimately, I get the impression that some members of plot don't trust the PCs with real power but they still want a nobility system. Honestly, I'd rather see Nobility done away with than have it impotent, especially given all the angst towards nobility mainly over decisions that they aren't empowered to make.

If the Noble PCs actually have power, then it is their own fault when they make a bad decision. Right now if a Noble PC does something its likely because of a force beyond their own control. Giving the Noble PCs more power allows the game to be about the players and the decisions they make rather than about what plot wants pushed at any particular game. It allows things to be more about what the PCs are doing rather than criticizing OOG about the choice plot made for the game.

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Clearly, the Nobility have some power. I'd argue that close to 100% of that power is a result of teams. Members of the nobility that are on a large team (Rivervale/Tiatar) dictate the ebb and flow of the game because they are like Varys from Game of Thrones. They sit in the middle of a web and have their "little birds" bring them information from all over the game. This web of influence allows them to put the pieces of the puzzle together faster than solo players or even those on smaller teams. This in turn makes them look like they are being "favored" by plot when really the opposite is true. In turn, those players feel the need to provide for the players on their teams. If your team finds 3 mods and you have 12 players then you have the opportunity to bring 6 non-team players with you and still give everyone on your team a shot of modding. Some groups are better about this than others, but I have often seen people say "oh look they took 4 out of 6 Rivervale people those jerks". Ultimately, Nobility's power in the game comes from being organized, having a team, and making decisions. Anyone can do that and if they want to have a bigger role in the game they should.
 
Since John opened the door with his statement that his opinion may be unpopular, I'd just to emphasize beyond a mere "Like" of his post that as a PC who plays a noble, I agree with every single point he makes above. Hear hear, John, thank you!

Trace
 
I've only recently caught up, but figured I'd offer the opinion of someone relatively new to the game, and relatively inexperienced with LARP in general.

First, let me say that I think the idea of a speakeasy-style tavern would be awesome. Obviously it wouldn't be a place where the nobles are "banned", because that wouldn't fly in-character, but it's entirely feasible to think of a place where everyone plays it cool as soon as someone noble (or loyal to the nobles) walks in, and said nobles are "encouraged" to depart by the staff via atrocious service. It offers a place for the shadier types to peddle wares, offer hooks, and generally get down with their bad selves. This would need to be different from real-world equivalents, simply because anyone who takes a knife in the back in game just goes to the rez circle... (it'd have to be a knife in the back AND an amnesia elixir, basically.) Deepjug's may not be a "noble tavern" so to speak, but the Duchess pays him very well to host the ducal gatherings... so it stands to reason that's where the nobles and their entourage will hang. Unfortunately this probably wouldn't be a meal-ticket style location, where players have a choice of where to redeem... but it probably wouldn't be too hard (and I'd be happy to financially back) to stock of 2 liter bottles and maybe some cold-cut sandwiches.

All in all, it seems to me this is a growing pain. As the population of the game increases, you're also going to have an increasing diversity of characters present at any given event. When a group is small, it's easy to get everyone on the same team, and on the same page... but as the group grows, some people will want to play good-guy types. Some people will want to play anti-heroes, and there may even be a few who are up for being as close to a villain as the game lets you without having to hand your character to plot. Yes, this means potential player-vs-player type activity... and I think that's something everyone should be prepared for the eventuality of.... unless plot and those running the game are opposed to it.

I personally haven't noticed plot catering to any one group. Nobles in this game strike me as the outgoing types. Those are the people who will generally get more 'action', simply because they're out involving themselves. Plus, they have entourages... so they will generally be perceived as the nexus of attention for anything involving that entire barony (some of which are really big). I'm also pretty comfortable just doing my thing while everyone else does theirs. I guess in general, I have low expectations? Still, I think as things grow we're also seeing more legitimate non-baronial factions form.

Overall I think there's room enough in the game for everyone to coexist. As it grows, different groups will form, different dynamics will happen, and no one person can be involved or even hear about everything that goes on in a given weekend.... and that sounds great to me. There will be natural divides between certain player groups, potentially creating an opportunity for skull & dagger type stuffs. I guess what I'm saying is, it's OK for there to be a general "nobles vs commoners" mind set. That's how it was when there was a ruling class... so why should our game be any different?


Edit: After reading John's explanation of the limitations nobility faces, I think that goes a long way to clear up some of the frustrations. I expect nobles to act like nobles... and have the power of nobles. I expect nobles to try and give my PC commands. I'm not saying it's going to END well, but that's an IC decision, and I should face IC consequences. I, for one, had no idea that's the way certain things happened. So... the question now becomes; Is this something we can fix, and how?
 
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More power to the nobility, love it. More IG (and I mean IG) consequences when they step out of line. Love it. More plot for all people. A spot that has less bowing and m'ladies at least for part of the weekend, love that as well. We are growing to the size that we can support all this in our town.
 
I can definitely see how nobility feel their power is overly constrained, meaning that—like a lot of managers—they are feeling that "Becoming a manager is not about becoming a boss. It’s about becoming a hostage." (Becoming the Boss by Linda Hill) This has been exacerbated by clear missteps and miscommunication from the Plot side, e.g., by not spelling out authority more explicitly in the Player's Guide or via miscommunications where the NPC/Plot person communicating something didn't communicate as effectively as we later would have liked—and sometimes communicated the outright wrong thing which we later had to find ways to amend.

On the other hand, I personally think that the nobility are phenomenally powerful, it is just that the power that they have—just like every manager everywhere—is highly constrained and doesn't come from the noble title per se. To quote the HBR article:

When asked to describe their role, new managers typically focus on the rights and privileges that come with being the boss. They assume the position will give them more authority and, with that, more freedom and autonomy to do what they think is best for the organization. No longer, in the words of one, will they be “burdened by the unreasonable demands of others.”

New managers nursing this assumption face a rude awakening. Instead of gaining new authority, those I have studied describe finding themselves hemmed in by interdependencies. Instead of feeling free, they feel constrained, especially if they were accustomed to the relative independence of a star performer. They are enmeshed in a web of relationships—not only with subordinates but also with bosses, peers, and others inside and outside the organization, all of whom make relentless and often conflicting demands on them. The resulting daily routine is pressured, hectic, and fragmented.​

Or as it is put elsewhere in the article:

After a few painful experiences, new managers come to the unsettling realization that the source of their power is, according to one, “everything but” formal authority​

Nobility are powerful—even with all of the checks around them—in part because the system sees them as powerful. It shows whenever an elven diplomat comes into town and seeks out the nobility. It shows when a trader comes in and their first point of contact is a noble court. It shows when something Big™ is happening and the nobility are some of the first to step up and command the room. It shows in that I've seen nobles give commands and have people follow them instinctually, not because they had to or because they wanted to, but because of the presence of authority that the noble carried.

They have power because they are designated heads and designated leaders of large, effective, unified in-game groups that have the backing of other groups and higher powers. Yes, this is the result of teams, but I'd argue that such power is very, very real and much more meaningful than any positional power that they could be granted. They have power because regardless of how good they are at leading they are looked up to as leaders. They have power because they can be seen and recognized as nobility at all times. Because even the lowest ranked noble (a "Crashdown") outranks the highest ranked commoner (a "Chief Tyrol") on paper. They have power because even between games they can generate significant change in the world just by writing a series of letters. Not because they have a white strip of leather.

I will also be the first to say that there are significant in-game checks on power. Part of this is because of the nature of the game world—an absolute monarchy—and the vision for the game which, especially during the first year, is really important to get right. It's also a human-centric society in a wide variety of ways, and it is important to show consistency in these regards, particularly early on. Some things that happened in the first year were very much to get those details right so that we would have them established as patterns going forward. In a real way, Alliance Denver is also a PvE-focused "good guy" heroic fantasy game with PvP elements (that the mechanics aren't great for)—not a PvP-focused game—and so a lot of the checks in that sort of scenario do tend to come from IG NPCs.

Some of those patterns are in place because of—in games that many of us have played—significant abuse that we've seen due to a lack of NPC checks on PC power. Some of it is to help facilitate certain kinds of noble-non-noble interaction that are much harder when the noble has literal authority over the non-noble. Some of it is to help onboard newbies. Some of it is due to decisions that were made that really should have reasonably been checked by the person who owns the land, regardless of if they were a PC or a NPC.

Regardless, I think it is worth remembering that this is our first year. I'm incredibly proud of how far this game has come in that year and am looking forward to seeing where we will be a year from now. I definitely agree that there's room for improvement and plenty of areas that we can work on with respect to nobility vs. commoner balance and types of power, and player feedback is critical in getting these things right as the game continues to evolve.
 
Thanks for the insight David, I'd love to have a chat with you sometime about these things. It sounds like you have put a lot of thought and research into your opinions.
 
Hi friends. I play a fluffy noble. I'll try not to make this TL;DR (too late)

(Also Mac, I apologize for putting words in your mouth here.)

Let me preface this with -
  • I love this game. I am so continually grateful for Alliance in Denver. We have one of the best games in the damn country! (no seriously, we do)
  • I adore the players (and characters) I get to interact with. So many of our family have become staples in my life.
  • Plot genuinely wants their playerbase happy. They're working on it, and there's a LOT of us to keep happy, so please give them the chance to work on things.
  • I like our class structure as it's a constant source of awesome RP and discussion, but I understand where our nobles and non-nobles are coming from. I look forward to playing a secondary one game this season and seeing it from another side.
Couple of things I'd like to respond to here, as one of those noble-y types who has been wearing the belt since the prequel. Also in the interest of context let me say that this is not my first boffer, nor is it the first time I've played PC nobility (earned or bought with XP). So here's some global context for Alliance and boffer larps in general (this is my opinion based on my observances in NERO, Alliance, RoC, and DK). I should also mention that I've done a LOT of research into the nobles across the country for Alliance (because I'm a nosy networking **** who wondered if we were snowflakes or not. SPOILER ALERT: we are.)

Context:
  • The Nobles in our game were people who came in as the head of a team, or on a team. I assure you they have each earned that title though. They were a function of OOC, not IC. Jesse vetted each noble player (to my knowledge) and we walked into the game to support the class structure that the creator of our game wanted. So in a sense, we were the right people at the right time.
  • Our game started with a large set of nobles and baronial teams, I'd say 60-70% of the game were made up of said teams, which meant early on in the foundational stages of the game, these groups set the social and political precedents. We had a lot of growing pains.
  • There is a higher percentage of nobles in Alliance Denver than most other chapters (not including squires, which are more common I've found). This isn't a bad thing, but it does make our game more political and philosophical and less "hit it with a stick till the magic item falls out."
  • We are the only game I've found in Alliance that has Baronial teams. Most chapters have a knight and some squires here and there, and they are commonly community leaders, but they don't usually come in with the level of pageantry, color recognition and culture we do. Teams and Guilds are often spread across chapter lines, but you don't get to see the beautiful rich culture that each team brings quite as much. (I am including non-nobles in said rich culture to be clear.)
  • Other people from around the country are fascinated by our IG culture and our rich politics.
  • Nobles across Alliance are required to be good. It's a thing.
  • The context John provided (Graham Wolsey) was helpful if you're newer. It's worth reading.
Let's talk about perception.

I am the fluffy Elven Baroness of Tiatar. Mac (His Excellency the Fabulous Baron of Rivervale) and Kevin (The previous Long-Bearded PC Baron Magni Oakoath of Warchester) and myself were the first 3 PC Barons in the game. There was no structure, no explanation of what we could or couldn't do. We (for the first 2-6 games) and our knights had the pleasure of ******* it up behind closed doors and being told we were doing it wrong by NPCs. It was not exactly a fun time to be a noble, but it was important for plot to enforce structure (even if it changed sometimes), and for us to learn limitation and boundaries. Repeatedly we made choices we felt were in the best interest of the town and discovered that we were apparently wrong. There was no manual to read, the rulebook on nobility is mostly worthless, and we just had to "FOIG" (I hate that term. a lot). Back in the early parts of the game though, there were the nobles and their teams, the Vigilant, and Lamplight and that was about it. Social Expectations grew up around handing the problems to the nobles because they were the visible fixers, organizers, and responsible parties.

Over the break between Nov 2013 and Jan 2014 there was a lot of upset about the fact that the nobles had no idea where their place was, what we could and couldn't do. Many of us struggled with the disconnect. Mac, Kevin, Mike and I also struggled with the concept of a War Chief. What the hell is a War Chief? Why can't we just make Frank in charge? As the only remaining active Barons in play both knew our skillsets were strongest in delegation and motivation - so why not do what is best for the town and do just that?

We were told it was on us, so we put on our big boy/girl pants and marched forward into uncharted territory/responsibility knowing full well we couldn't make any player do anything, but we could ask politely.

You see most nobles in Alliance across the country are consummate badasses (they all go through extensive in game training and testing and continued good works just like our squires here). I am not the best fighter, and I'm comfortable with that - but by golly I have other useful skills that have allowed me to contribute through resourcefulness. I appreciate that about Alliance Denver but I also recognize that i was given a unique opportunity to build a team and help shape a game culture. Too often nobles are seen as elitist and shitty in other games. We have a culture here that works hard to include not exclude all players.

Lets get back to bullet points because people are statistically more likely to read those.

Here's some of my perspective as one of the Barons (suckers) of Tiatar:
  • The perception that nobility is everywhere and has all the things (I believe) is because our teams are perceived as nobility or at least privileged.
  • It is NOT easy to compete with large scale teams (lumping the scions in here too on this one :p) because they have more people in more places acquiring more stuff. Believe it or not, many of us try really hard to push loot towards the "unaligned"
  • I support the commoners bar. However, making it non-noble exclusively will result in instant IC consequences. That said the bar is in good hands guys, a Mos Eisley Cantina is a wonderful addition imho. I'm a huge fan of player driven RP (RE: the October event every year and the wedding last year)
  • I know it's annoying to bow, and worse when I don't know you're standing there (sorry Keith!). However as others have said this is a setting thing, and your choice to bow or not bow is part of your RP.
  • Many nobles want to earn your respect, allow them the opportunity to do so.
  • The benefits of being a noble or playing on a noble team? The people. The combined resources. The wonderful RP. That said, you're also signing up to accept orders, obey the law, uphold the law, and represent your friends in a way that reflects your team's values. Being a noble doesn't have a ton of IG benefits. We don't get more money, if we order anyone to do anything we risk our reputations (which are really all we have), we always have to wear the same color belt (for shame! #fashion). We may be holding the big red nuclear button, but using it would ruin everything we've built imho.
  • From a non-nobles perspective, I think I understand. It looks like nobles are ultimately responsible for everything, because ultimately we are accountable to our fealty structure that we signed on for. This makes us motivated to ensure things don't go poorly. :) Sadly it means we're doing our jobs as nobles to by hyper-involved. Also you know, we are on our liege's estate, if we sat on our asses we'd look like crappy vassals.
  • Nobles are held responsible in character for what occurs on their watch. Yes, if something happens when you're War Chief - guess what - it's on you. We are playing good characters who hold themselves to the standard of the Code of Chivalry (TM). This is not something we talk about a lot, but I know many of us hold our PCs responsible for character deaths that happen when we're "in charge."
  • Nobles would be phenomenally powerful IF we chose to abuse our power. The second we do that the game will roast us. In reality the nobles try especially hard to NOT decree anything, to NOT dictate anyone's style of play, and to delegate opportunity to other players. The nobles in our game are conscientious (often to their own detriment) and playing genuinely decent folks.
  • The majority of my PC's capability in game comes from my team, my ability to earn people's respect IG, and my ability to get things done through delegation. 90% is my team though.
  • Many of the nobles get a lot of plot because we're good at sharing. Dame Katherine's mother's death is a prime example of nobles delegating plot to many people. Plot hogs are (in my experience) are given opportunities a few times but may find themselves less frequently visited by the plot fairy if they dont' share.
  • Any ability we have to shape the world has to be with the nod of plot, otherwise we're on our own. I promise I can't dictate much of anything without getting plots buy in, and frankly the buy in of my team and our community. If I convince the whole town to sit in the archery field and go on a hunger strike until Harri Deepjug is made a noble - I will probably get an in game response from plot. The power a noble has is over NPCs mostly, not players (unless they choose to give it to us).
So, let me close with this -
What can I (as a player of a Baron) do to ensure everyone's continued fun?
 
Woah, a lot to catch up on here. I think that much of the anti-noble sentiment is based in that NA is essentially a Lawful/Good (LG) society and many of the non-noble (and perhaps a few..?:) seek characters which are more shall we say more "grey"?

Ignoring that emblem on the left of my post for a moment and speaking personally, I'd like to see more danger, more genuine uncertainty and more combat. Bring in the opportunity to PK...or be PK'd. I'm perfectly willing to accept a noble system, but it often feels like the non-nobility are completely constrained by it in an unrealistic way. Hell, it's easier to break the law in Denver than it is in NA. I often think that everything in NA is so far shifted towards LG that you either have to play the noble's game or sit around and wait for a field battle.

There is a distinct lack of proper underworld in this game, and I believe that one of the reasons is because very few if any "prohibited" items ever filter away from the nobility to permit an underworld economy. Prohibited spells? drugs? Poisons? PK contracts? Give me a way to make some coin/loot without having to chase down a mod card or bend knee to a white belt for what feels like the hope of scraps. (Let's face it, treasure and wealth are by and large contained in the Baronies - *as it should be* in a monarchist system.) I'm not saying full-on chaotic evil, but at least something that lets me feel like I'm not forced to be a paladin all the time... Although shaking up the regimes a bit could be fun and provide the opportunity to create such a space. I feel that the baronies are completely untouchable is kinda boring. I haven't felt once that any our battles, even the big ones, have any actual effect on the geopolitical landscape. The Deathknight came around, kicked our butts and we all ran away, but then so did he? NA lost nothing as a result...? Heck, at least the archery field should be an undead danger-zone now.

We are simulating an medeivalish-fantasy world, and in history city-states rose and fell all the time. When in all of human history has there been a piece of land as big as NA that was so completely ruled and orderly? - Even Rome had the lawless frontier. Yes there is chaos and war in the lore, but it hasn't filtered down to really change the game. As a commoner, I believe that threat of change and uncertainty helps promote allegiance. As a commoner, why should I follow to Baron Darius into battle rather than flee (and maybe loot his coffers while he's out battling stuff? :) Is Rivervale protecting us from something that actually threatens us all? If we commoners don't join in, will Rivervale fall - and why should the commoner not want that to happen? Would we be forced to live without the benefits and protections of Rivervale? Give those without ties to the nobility a reason to support it other than "they are in charge" and I think the line between nobility/non-nobility fades. (For the record Darius, I'd follow ya because I like ya, but I'm just making a point.)

I'd love it if we could incorporate a "less lawful" area into the game - beyond a commoners tavern, a wild waste, an unruled territory. 0-sec space. An arena. A Freeport to the Qeynos that is DeepJug Tavern. "Here thar be dragons" with the subsequent loot and all kinds of treachery and villainy. Something nasty comes along and carves out a piece of NA for itself and for those bold enough to venture in there, well, what happens, happens. I'd love to see David's survey with a question to the effect "Would you welcome a playable area outside of the legal authority of the Duchess?" Maybe I'm wrong /shrug - put it to the players.
 
Tyloric, as a courtesy, would you mind signing your real name to your post, preferably, or clarifying your character name? Maybe I'm just dense, but I can't figure out who you are from your message board handle. I like to know who's saying what. :)

EDIT: Thanks for the update! :)

Thanks,
Trace
 
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