Howdy,
Let's see if I can do this short & pithy (spoiler: I can't).
Disclaimer: please note I am not talking about my current PC or situation. These are observations about the average retainer/Ward PC, the dynamics I see in the climate before those PCs, and how I would propose solving the current low House activity situation. I am writing this with genuine eagerness to help improve the current House dynamic/climate!
Context
House numbers have been very low the past few months across the board. The only House lately to boast any meaningful numbers is House Orza, which, is effectively the most relaxed House in terms of limitations on RP for PCs (more on this as a factor below).
Observations
1. The Ward has simply been around for a long time, and creativity around the Houses is certainly drying up some. This is natural, and definitely more complex to fix than the next points. I won't directly propose a solution for this beyond "up incentives, which ideally will give people drive to be more creative". More on this in the proposed solution part.
2. Joining a House restricts RP for most. Why? You have an NPC/DM group overhead that has an image for what you should/shouldn't be doing. I'd like to not focus the discussion here, but the logic is simple: compared to player-started factions, where the world is your oyster, Houses provide a mold/structure and most players will attempt to be good actors within that. Humans, at our core, are just big apes following breadcrumbs of incentives. As much as we want to beat our chests and say "The Houses are what the Players make them", most players want to color inside the lines and feel like they're "doing a good job". And yes, DMs set those lines (nelly's leadership principle #1: those with the breadcrumbs set the rules). TO BE CLEAR: I don't think there's anything wrong with this! But it's a factor to consider into the current landscape, and ultimately feeds into my recommendation.
3. Incentives for Houses are currently at an all-time low. I'll break the core incentives into the following categories, with my perception of their current "status":
- DM support: medium, a good bit of DM activity lately and the Houses definitely are not unsupported (worth juxtaposing this with player run initiatives that are also at a "medium" status indicator, so while sufficient and enjoyable, it is not an "edge" of being in a House)
- PC concept "bank" of ideas: low, per my above explanation, I believe the obvious concepts are dried up by now and players will have to dig deeper to interest themselves in a concept
- Mechanical power: low, the recent faction store nerfs have made many of the pieces much less powerful than found or craftable equiment. You may be thinking, "Well, Nelly! No way - the previous power of the retainer gear was game breaking and stupid to have everyone and their mom run around with OP gear." Yes, I agree, having high caliber loot available to anyone with 900 gp is dumb & this is why I will later propose application-only access to rate-limit these items in the economy.
- Team/community: low, I believe the above factors are causing the dearth of players, but team momentum/size in-of-itself is a key factor. In the start-up world we have a phrase "the flywheel effect" (an upward spiral of momentum, where the act of having momentum in the market begets more momentum in the market) -- what's happening with the Houses at the moment is the opposite of this, goofily dubbed "the doom loop". Lack of momentum is causing a downward spiral that only begets more lack of momentum.
All-in-all, if you're looking to join a House vs. start your own initiative or float, there is very little incentive to join a House (and in fact it is less lucrative at this time). The more exciting and rewarding option, by far, is to do your own thing, ring run, (or float without consequence). If you join a House, you will be staring down the barrel of limited fresh PC concepts left, the same amount of DM support as player-led factions, faction gear that is just OK, and your House numbers will be low.
Proposed solution
1. Make retainer gear strong - either by restoring it to what it was, or bolstering what it is today. We can pretend this doesn't matter. It absolutely does impact player's desire to play within factions (especially when incentives are low, per my above). If we want retainers to be an actual force for their House, and to be at least somewhat feared in the Ward as an authority figure to the wandering masses/peasant PCs, then we need to give them highly sought-after and exclusive tools to enable that. Besides, it's not like the Houses are bursting with players right now and this is going to break any balance (so long as it's controlled, e.g., app only). Make a wanderer/floater/non-affiliated PC spitting at a retainer something they should be scared of. It used to be this way, and I think making retainers have an edge mechanically is the way to get us back there.
2. Make Houses app only - this will force individuals to think (if even for a second) about their concepts and goals, which should help grow the "PC ideas" metric. It will also, in theory, give some awareness to DMs about the motives of House PCs before they join, which may help provide a slight advantage on the "DM support" metric. Lastly, it will help rate limit access to the proposed stronger retainer gear (which I think in of itself will provide benefit).
My solution, in theory, should improve PC concepts/ideas, DM support for those PCs by providing awareness, improving mechanical incentives for players to ideate/push agendas for the House (positive feedback loop into the PC concepts/ideas and DM support), which should lift us (hopefully) out of our "doom loop" of team sizes and push up numbers. Now, of course, with this suggestion the Houses will not end up with 8+ large man sizes again, but I think they are more likely to have a core set of 3-5 key PCs pushing meaningful things that lead to a more interesting world for us all (and will minimally be better than the 0-1 levels we have now).
Thanks for coming to my TED talk. =)
Let's see if I can do this short & pithy (spoiler: I can't).
Disclaimer: please note I am not talking about my current PC or situation. These are observations about the average retainer/Ward PC, the dynamics I see in the climate before those PCs, and how I would propose solving the current low House activity situation. I am writing this with genuine eagerness to help improve the current House dynamic/climate!
Context
House numbers have been very low the past few months across the board. The only House lately to boast any meaningful numbers is House Orza, which, is effectively the most relaxed House in terms of limitations on RP for PCs (more on this as a factor below).
Observations
1. The Ward has simply been around for a long time, and creativity around the Houses is certainly drying up some. This is natural, and definitely more complex to fix than the next points. I won't directly propose a solution for this beyond "up incentives, which ideally will give people drive to be more creative". More on this in the proposed solution part.
2. Joining a House restricts RP for most. Why? You have an NPC/DM group overhead that has an image for what you should/shouldn't be doing. I'd like to not focus the discussion here, but the logic is simple: compared to player-started factions, where the world is your oyster, Houses provide a mold/structure and most players will attempt to be good actors within that. Humans, at our core, are just big apes following breadcrumbs of incentives. As much as we want to beat our chests and say "The Houses are what the Players make them", most players want to color inside the lines and feel like they're "doing a good job". And yes, DMs set those lines (nelly's leadership principle #1: those with the breadcrumbs set the rules). TO BE CLEAR: I don't think there's anything wrong with this! But it's a factor to consider into the current landscape, and ultimately feeds into my recommendation.
3. Incentives for Houses are currently at an all-time low. I'll break the core incentives into the following categories, with my perception of their current "status":
- DM support: medium, a good bit of DM activity lately and the Houses definitely are not unsupported (worth juxtaposing this with player run initiatives that are also at a "medium" status indicator, so while sufficient and enjoyable, it is not an "edge" of being in a House)
- PC concept "bank" of ideas: low, per my above explanation, I believe the obvious concepts are dried up by now and players will have to dig deeper to interest themselves in a concept
- Mechanical power: low, the recent faction store nerfs have made many of the pieces much less powerful than found or craftable equiment. You may be thinking, "Well, Nelly! No way - the previous power of the retainer gear was game breaking and stupid to have everyone and their mom run around with OP gear." Yes, I agree, having high caliber loot available to anyone with 900 gp is dumb & this is why I will later propose application-only access to rate-limit these items in the economy.
- Team/community: low, I believe the above factors are causing the dearth of players, but team momentum/size in-of-itself is a key factor. In the start-up world we have a phrase "the flywheel effect" (an upward spiral of momentum, where the act of having momentum in the market begets more momentum in the market) -- what's happening with the Houses at the moment is the opposite of this, goofily dubbed "the doom loop". Lack of momentum is causing a downward spiral that only begets more lack of momentum.
All-in-all, if you're looking to join a House vs. start your own initiative or float, there is very little incentive to join a House (and in fact it is less lucrative at this time). The more exciting and rewarding option, by far, is to do your own thing, ring run, (or float without consequence). If you join a House, you will be staring down the barrel of limited fresh PC concepts left, the same amount of DM support as player-led factions, faction gear that is just OK, and your House numbers will be low.
Proposed solution
1. Make retainer gear strong - either by restoring it to what it was, or bolstering what it is today. We can pretend this doesn't matter. It absolutely does impact player's desire to play within factions (especially when incentives are low, per my above). If we want retainers to be an actual force for their House, and to be at least somewhat feared in the Ward as an authority figure to the wandering masses/peasant PCs, then we need to give them highly sought-after and exclusive tools to enable that. Besides, it's not like the Houses are bursting with players right now and this is going to break any balance (so long as it's controlled, e.g., app only). Make a wanderer/floater/non-affiliated PC spitting at a retainer something they should be scared of. It used to be this way, and I think making retainers have an edge mechanically is the way to get us back there.
2. Make Houses app only - this will force individuals to think (if even for a second) about their concepts and goals, which should help grow the "PC ideas" metric. It will also, in theory, give some awareness to DMs about the motives of House PCs before they join, which may help provide a slight advantage on the "DM support" metric. Lastly, it will help rate limit access to the proposed stronger retainer gear (which I think in of itself will provide benefit).
My solution, in theory, should improve PC concepts/ideas, DM support for those PCs by providing awareness, improving mechanical incentives for players to ideate/push agendas for the House (positive feedback loop into the PC concepts/ideas and DM support), which should lift us (hopefully) out of our "doom loop" of team sizes and push up numbers. Now, of course, with this suggestion the Houses will not end up with 8+ large man sizes again, but I think they are more likely to have a core set of 3-5 key PCs pushing meaningful things that lead to a more interesting world for us all (and will minimally be better than the 0-1 levels we have now).
Thanks for coming to my TED talk. =)