So, I was sitting here in the forums trying to catch up with forum paperwork and I thought it'd be useful to discuss one of the major issues that EfU struggles with.
In many ways I think we've pretty much made the right decisions, and it's sort of an unavoidable problem when dealing with a persistent world of this nature, but it's definitely an issue that over time as EfU has grown there's an issue with an overabundance of groups and factions. We tried to be really careful about not introducing too many factions at the start, but now about a year in we've got 28 different forums that in some way correspond to a particular group. Many of those are PC groups, some of which are very inactive. We do regularly purge the faction forums of inactive forums, so there'd be a lot more if we hadn't done that. Other of these forums probably don't count for some other reason, but the fact remains is that there are a LOT of different groups out there in the game world.
As Dms, we love it when players demonstrate initiative and work to involve others. So, player factions will always get the nod and smile from us. That said, I can't help but think sometimes -- perhaps particularly when I'm struggling with forum work -- that the server would be better if instead of a whole bunch of different groups there was more of an effort to bring more people into a small number of groups.
The thing, as DMs what we're going to do is try to interact with groups of players. When we see a group that is doing stuff, we're more likely to try to run something for them, throw monsters at them, help them with a goal, and so on. More importantly, I -strongly- believe that persistent worlds are much more fun if your character has close associates or a group of other characters that they're directly involved in.
The original model for EfU in my head was a place where there were multiple groups, all engaged in forms of conflict (scheming, PvP, political fighting, rivalries, whatever) and where new characters would from the start be encouraged and practically -fought over- as potential recruits for these groups. The differences in the groups wouldn't be simplistic or just alignment-based, but nuanced and setting-appropriate. Great stories would be told, but the engine of fun beneath the surface would be that characters/players would have a sense of belonging from the start.
There's nothing more fun than joining a place and from the start getting a chance to "belong" to something, even if really it's just the "associates" program or something like that. Built in allies and enemies from the beginning is really something to aspire to, I think.
In practice, I'm not sure this has happened so much. I definitely do not think new players are encouraged as much as one could imagine to associate themselves with a particular group. I could go into that more, but it's actually a distraction from what I think is my main point.
When a faction is filled to the bursting is when it will be the most fun for characters. I'm sure I'm not the only one who feels that tooling around with your fellow faction members whether to go on a DM quest or to rumble with your rivals or even just go on a scripted quest is much more preferable than sort of wandering around by yourself. When I see a bunch of faction members online, it is easier and in many ways more productive for DMs to interact with them then if there's just a bunch of PCs milling around.
This post definitely isn't an attempt to set any rules or criticize anything that's happened, it's more of a chance to make an observation -- I guess, simply that I think EfU would be more fun in some ways if the total number of factions went down and the factinons that remained became more full.
Of course, I'm not sure what the practical answer is -- if any.
What do you guys think?