Default grouping - why are they joined at the hip anyway?

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Default grouping - why are they joined at the hip anyway?

Post by Kelemvor » Fri Aug 25, 2006 12:16 pm

If you are fortunate enough to have a close friend, sibling, spouse or partner also playing on FK, and the technology available to you, the chances are that you will wish to have your characters interact with each other.

To some extent, this can also happen with unlinked players who form strong bonds with like-minded players and then tend to make efforts to play together online.

A perfectly natural and understandable tendency – we will always prefer to roleplay and quest alongside those with whom we have the greatest understanding. Often, their being in the same room and able to enjoy the shared experience is a wonderful added bonus. This is one of the initial attractions of Instant Messengers perhaps.

Now, most of you know me well enough to realise that there is a ‘but…’ coming so let me say right off that I have absolutely no problem with the picture I paint above. It is, as I said, normal human behaviour. We are social animals, we have an innate ability to share thoughts and feelings and we pretty much always achieve more working together than we could do alone.

But… :)

There are some consequences of ‘default grouping’ which I do not like and which take away from the playing experience of others. I’d like to raise a few of those here and ask you all to consider them when you play. Bear in mind that I am highlighting the potentially most worrying examples and not levelling a finger at anyone. If you feel singled out, chances are it’s just that you’ve got a guilty conscience ;)

First, some stereotypes (and feel free to add more if you think of them) another natural tendency is to label folk and put them in boxes after all.

The clique

A group of players that mostly exclude others and will generally only interact with a character who’s player is already part of their circle. This can be compounded by groups who’s players know each other OOCly or who share the same IM or IRC chat rooms.

The pair

Two players who enjoy each other’s company. So much so, that their characters are pretty much only ever seen with the other person’s characters. I’m not referring to players who only have one main character or those who roleplay an ongoing IC relationship, you can’t really help being seen together all the time if that’s the case. These are the pairs who go to unusual lengths to play every new character as joined at the hip to their friend or partners.

Awww man... what is it that’s so bad about this huh? Jeez, don’t you want us to have fun, I mean.. you guys are always going on at us to group and all… why can’t you make up your damned minds

(I’m pretty sure most folks would have wanted to add that in themselves, so that was to save you the trouble. :roll: )

The problems then…

It’s intimidating to new players, particularly the inexperienced ones. Hard enough to impress just one other player, never mind a pair or a whole group.

It can also bizarrely twist characters’ relations... X doesn’t like Y, so neither does Z… but Z doesn’t even know Y. Or, as is often the case, doesn’t even know why.

But if you want bizarre.. how about the gnome wizard paired up with dwarven fighter… or all those good-aligned wizards spelling up tieflings orcs bugbears and goblins and what about the evil clerics happening by to raise without fuss the still warm fighters of injustice. Sadly, these things are all too common and driven mostly by OOC considerations I feel.

Cliques and pairs invariably leads to sharing of IC information OOCly. Often this is just a short-cut to saving time in-game, but eventually you’ll have to deal with the temptation of passing around quest solutions or discussing what someone said or did to this alt or another.

Obligations, that’ll trip you up too. You feel obliged to help out your friend or partner’s new alt or you log on your priest because they IM you to say they are dead. So what if your Paladin of Tyr just gave a bunch of coin to a Maskite or your level 50 fighter gave a powerful quest item to their friend barely out of the Training Temple.

Balance, that’s the ‘so what’ and fairness. The game shouldn’t be about what or who you know as a player, it should be about what or who you know as a character – and that doesn’t include the OOC arranging of convenient meetings between alts who really should be poles apart.

Here’s another of my favourites. The one where you switch characters at the drop of a hat to support your friends. We’ve all seen it… heated discussion in MS, a low-level alt leaves and then instants later the close travelling companion or IC partner of one of the debaters shows up to poor scorn on the other.

Thankfully this hasn’t yet filtered through onto the boards, imagine what would happen if friends or partners began posting to support each other when arguing a point or requesting a change to the game.

Anyway, having alienated or upset around half the playing base, here’s where I hand over the floor to the rest of you.

Am I imagining these pitfalls?
Is it fine for off-game partnerships to dictate play?
Is it okay to ignore IC reality in favour of them?

Discuss…
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Post by Rhytania » Fri Aug 25, 2006 12:47 pm

I think over rampant use of this sort of grouping is a bad thing, but overall it’s not really that bad when you consider for a moment the alternatives. With a small player base there is only ever going to be 15 - 25 different people to RP with. Half that for IC reasons I.e. goods and evils, paladins and thieves, most characters have no IC reason to speak or interact with each other, let alone group or quest together. So that leaves you with a small group of chars that you are comfortable with and will trust to do the bigger/harder quests with. The newbie thing is almost not an issue I think as newbs have just as much a chance for impressive RP has anyone else. 99% of the time if a newb shows potential and is known as being a real team player, he will get picked up within an rp circle. Some Circles will pick up the newbs just out of principle, IE the rangers and druids.

The ball is now in the newbs court as to how well they do, too many times newbs come in we spend all this time and effort into them and they junk the characters 2 weeks later, and in reverse newbs come in and impress the heck out of everyone and they become powerhouses down the road. So I think it’s a 50/50 and the groups aren’t to blame for newbs ostracizing themselves. On a side note you can tell in 2 minutes if a newb is a True New Player to the mud and if its a regular player on a newchar, I will definitely go out of my way and give a lot more leeway to a True New Player than I would someone who is using "I'm a Newb" status to get away with murder.

As far as ignoring IC reality I think that it should be looked at carefully, opposing sides should not intermix unless there is a reason. Many players aren’t so black and white and they tend to bleed into grey areas, but should paladins raise evil necros, no or vice versa. However alt switching is not so bad as long as it does not lead to a PK or rather unpleasant situation. I think as far as stirring up some RP, corpse raising, and helping someone out in a tight spot is fine, as long as it’s not interfering with others.
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Post by Layna » Fri Aug 25, 2006 12:58 pm

Am I imagining these pitfalls?

No, I don't think you are. As one half of a couple that plays FK these are the kind of things I am constantly mindful of, and that I think everyone who plays with a person or people they have an OOC relationship with needs to consider.

In fact, for my own part, I was so worried about the blurring of IC/OOC lines that I was initially terrified of roleplaying with my partner that I set some quite strict rules as to what we could and could not do. I actually think I got to the point where I was worrying too much about it and setting unnecessary restrictions on our roleplay, so after clarifiying some things with the Imms I've relaxed them a bit. Better safe than sorry though I feel, and I feel better for knowing that the Imms were informed in advance that we intended to play together and got the all clear from them.

We also make time to be in game at the same time but not in the same space as well as being in game at different times. His character important things to do, mine is still at the beginning of her training - I wouldn't dream of asking him to help me quest or hunt as it wouldn't be IC.

Is it fine for off-game partnerships to dictate play?

Hmmmm to an extent. As you say Kelemvor, people who have a partner/spouse/friend that plays FK will naturally want to play with them, and there's nothing wrong with that. After all, people form close bonds so there's no reason our characters shouldn't do the same. The problem comes when people start blurring IC and OOC - which brings us to:

Is it okay to ignore IC reality in favour of them?

No, no - a thousand times no! With self discipline this shouldn't be a problem - I have a character who died and stayed dead for so long all their stuff vanished because the only person I knew who was online was my partner and his character would not ICly intervene. And I was fine with that, I didn't even make him sleep on the floor ;)

I suppose it also helps that I'm the sort of person who likes to fight my own battles and would get quite snappish with him if he felt the need to wade in and 'rescue' me all the time. I do appreciate it can be hard to seem as though one is ignoring one's partner just cause they're on a different character, but ultimately you're cheating yourself if you only stick to playing with a limited group - there are plenty of interesting people out there you're cutting yourself off from!

I can't say I really have experience of the clique, but that might just be cause I am primarily based in the Keep which tends to see less 'traffic'.

Gosh... did I actually have a point or have I just been rambling incoherently?
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Post by Brar » Fri Aug 25, 2006 2:17 pm

Well, I can only reply to the Pair part, bein somewhat like that.

With my wife, we only play video games together, it has been this way since we got married and will be this way until we stop playing video games.
Now, we decided before hand "couples" of chars that we would play together, those are couples that had a common history from before we were together in real life (having met on the mud, all our chars have a history from before). So it's my ranger/her elven mage or her druid, her gnome priest/my dwarven priest, ect ect.

The only exception being the twins, but those have a specific purpose to be played together. Now, my edwarf priest will not tag along her elven mage, but that sounds quite logical ain't it? my priest doesn't like her mage, so we avoid logging them at the same time, if she wants to play her mage, then I log my ranger or my mage, samewise, if I want to play my cleric then she log her priest or her dwarf. That we choose before starting and leds us to many ooc battle to know who we will play today :)

And it also heavily depends on the who list, because well, the gnomes are friend with some, the dwaves with completly others, and the elves with already others. So we see who is online and do accordingly to meet peoples, it's no use to log our dwarves if they are only rangers online like it is no fun to log our elves if they are ten gnomes online.

I don't know if I'm clear but well that's what I have to say, and how we do it.

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Post by Mele » Fri Aug 25, 2006 3:07 pm

I don't mean to be rude, but why bother to play an online interactive game if you're only going to log for eachother?

I'd like to chime in here, it makes more than just new players uncomfortable, it makes long term players uncomfortable, as well. It's not a comfortable situation to thing "Oh, that's A's character. But he can't RP with me because if he does his friends B, C and D will pee on him because they don't like me." Or "I'd really like to RP with B, but I can't get her away from A , C and D." And even alternatively, I do not want to know your alts. "Hey look, its A and B. Oh, they're leaving. Look, here comes two other people. Oh look.. they're with eachother behaving with only eachother just like A and B... oh...".

Market square - the place all newbs wind up first. I can't even name the amount of times I've walked in on a new character and been completely and blatently ignored. Or even, quite rudely reacted to. I know nice Waterdeep rules no longer exist, but that does not mean MS is not the first place new newbs go. If one new person you put a lot of effort into left the game, and ruined your drive for being even polite to help/rp with newbs, then MS is not the place you should be, perhaps.

Sorry. /endrant :)
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Post by Scylere » Fri Aug 25, 2006 3:14 pm

I agree with Kelemvor.

I also agree with Mele's statement...I don't want to know your alts.
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Post by Layna » Fri Aug 25, 2006 3:24 pm

Mele wrote:I don't mean to be rude, but why bother to play an online interactive game if you're only going to log for eachother?
If someone is logging to only play with their friend/partner/spouse/whatever to the point they're excluding others, I agree.

If they're playing with that person but making sure to include other people in their roleplay as well... well that's fine by me :)

I also agree that the point of alts, as I see it, is to explore different styles of play... and I'd hate to be able to guess who was behind the characters because they were so similar to one another...
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Post by Eltsac » Fri Aug 25, 2006 3:39 pm

I'm not sure that always playing with someone else is a huge problem. I think it's more on how you do it.
I mean, even when not knowing yet someone oocly to play with, my characters has always built strong ic friendship with other characters (not the same player) and thus with time was often spending a lot of time in game with them (if not nearly all the time, if you play always at the same hours, you meet often / be often online with the same people...).
So is it much different when you often stick with another character if you know him OOCly or not?

And then being always with the same other character is it such a big problem?
The "i don't want you to go talk to A because i don't like him" and the such seems childish to me more than a problem, and i have never played that kind of game, either IC or (far worse) OOC. IC friends often tend to get along with the same people, it's RP, but if the other one has some talk to have with someone i don't like or in private, then i will go do something else.

And being often with someone else doesn't mean being a "close group", it still allows to have fun / to like to meet other and play with others, which is the most important to me.
The problem is more if you stay in your own group and never meet anyone else.

On the newbie problem... well i have been away for a long time, and i have noticed the unwelcoming greet they recieve sometimes. Now being with others will never prevent me to try to welcome them as well as I can as i find it a priority.

Eltsac

Edit : And on a side note, i have always make a point not to favor my / the other one characters switching between them, helping a newbie i create or such. In no way it is a way to transfer item / money to help. Nor would i change to a priest to raise the other one character if he dies.
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Post by Mariela » Fri Aug 25, 2006 3:50 pm

I agree to the point of that closed circles are bad.
It does in fact make it harder to get into a group, or even get into RP's directed by the IMM's cause you are not certain how to go about doing it.
(Point in case, the Demonbane thing or the School of Magic currently running.)


However, (See, I don't use but, it's however :) )

I am going to use a personal example.
I came at the behest of another player to FK. So naturally, it's understandable that after I get out of holding in one of the temples, that I would want to see their character in some capacity when I first settle in. Those are the people who will probably give me the sound advice both IC and OOC cause they know I can hunt them down and beat them up in real life if they make my life miserable. (Kidding! No worries Amalia and Kilaad!)

Now, a lot of people I meet by accident. I would like to think that for all my running about in the same circle, I go out of my way to make new friends, especially when those people who I generally play with are not around. And if there is some mounting up party in the Market Square, I try to find out why and if they want some help, ect. Which also helps getting to know other people outside your social circle.

I think if you allow people to speak oocly, you will always have people who log on at the same time. It's convient to "pick up when we left off" and it is a whole lot more fun mounting up with a party that you are used to the different things you do for the group. (Does that mean I, when playing Mariela would rather not have another priest around? Sometimes. However, at the end of the day, it's always more convient to take another along so I can have another person on "heal" duty. 1 priestess vs 5 really injured fighters is a LOT of work.)

The thing is, that I know of at least 6 to 10 players that would not be playing forgotten kingdoms if 1 out of the group in real life hadn't tuned us into the game. It is their 'fault" that there was this influx of new blood, and the new blood continues to come in from it. For good or for evil. If some of those people try to band together to make the "next generation" I do not see what is wrong with that. The new characters are always up against the "old" clique.

And regardless of how nice you are, the old characters with their flashing armour and swords, are ALWAYS more intimidating than you and the guy you met in the bottom of the temple in plain clothing. (Hey Lukon. You think yo uare a big tough squire? Hmm? Hmm! Well, I knew you when you couldn't hit dummies without killing yourself! Bwhahahaha!)

What is my point?
Oh yes.
Unless you can silence the players of the characters, and they are never allowed to speak oocly, you will always have cliques of people running about together. Is it fair? In some circumstances yes. However, largely it is rather unfair but alas... you just have to shoulder on and try your hardest to crack into groups you do not normally associate in. It is up to the players to make that sort of effort to expand their horizons.

And if they are having fun, why bother expanding?
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Post by Ninde » Fri Aug 25, 2006 4:36 pm

I was brought this mud by my boyfriend. So, I cannot say I don't have someone I am not preplanning my roleplay..But on the other hand;
It always comes up with how much time you can spend on this mud, and what you are doing in this big/limited time. If you look at from my point of view, I have alot of time to socialize with other characters, as well as I can spend an hour or two with the character of my boyfriend.

If we look at from by boyfriend's point of view, that he has very limited time to play, and that makes him to spend most time of his rping with my character.

But that still doesn't mean that all of my alts are friends with his characters, or vice versa. Nor that is my point.

What I am trying to say is, I personally don't think it is such a bad thing to roleplay with your friend/boyfriend-girlfriend etc, or planning OOCly to do so. But, ignoring a third roleplayer and refusing everyone when these two are roleplaying-that would be the problem-. ICly you can be cruel, wild, asocialized, arrogant, or whatever. But using your characteristics of your character just to get rid of others, and doing that so often, is not the nicest behaviour.
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Post by Mele » Fri Aug 25, 2006 4:52 pm

Layna wrote: I also agree that the point of alts, as I see it, is to explore different styles of play... and I'd hate to be able to guess who was behind the characters because they were so similar to one another...
I didn't really mean RP style so much as things like Kelemv said in first post, hopping from one alt to another to RP with someone, etc. :) People who stick in a pair. If you know one alt, you know the other, so on.
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Post by Eltsac » Fri Aug 25, 2006 4:58 pm

I admit i don't care much to know what character belongs to what player.

I may know some and not know others. It won't make my character like all the player's characters because i like the player.

And the simple fact to know who is who doesn't bother me, nor do i try to know.

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Post by Scylere » Fri Aug 25, 2006 5:04 pm

With all of my characters, I try to engage any character that comes my way, friend, enemy or potential either.

I do find it difficult to make friends with "older" characters.
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Post by Eltsac » Fri Aug 25, 2006 5:58 pm

Coming back after a long break, I'm in an all new environment, in which I don't know many people, but then, it's fun to see how some of my characters make friends with "older" characters much more easily than others, probably a lot depending on their race, their different playing style, and well, i guess the luck to meet the good people :)

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Post by Lerytha » Fri Aug 25, 2006 6:32 pm

It does in fact make it harder to get into a group, or even get into RP's directed by the IMM's cause you are not certain how to go about doing it.
(Point in case, the Demonbane thing or the School of Magic currently running.)
:( I agree with almost everything you write on the forums, Mariela, but not this. The group currently involved with the Demonbane thing, both groups, and all incidentally involved people, made every effort to involve people. There was absolutely no OOC clique-ness that excluded people from the RP. Chances were given for people to get involved (a certain massive forest getting attacked seems to be a hook to get most PCs involved). As one of the people who tried to get personally involved with most aspects of this RP, I can say quite firmly that there was not any cliqueiness in it. Eventually, decisions had to be made on which PCs would do certain things, but I know for certain that PCs that eventually have gotten involved in one part of the RP at least are varied, and often from completely different "cliques".

But moving back to the main issue at hand...

Maybe its because I tend not to use IM that much when I RP, and that I do not really pursue OOC relations with other RPers (there are a few good friends I have made, however). So to be honest, I've never experienced a major barrier as a result of that. I don't know most of the people behind the characters.

I agree with Kelemvor, that the bad points of "joined-at-the-hipness" are bad. I think we all agree on that.

I also agree that even if there are people you prefer to RP with (and come on, I think EVERYONE has people they prefer to RP with, even saints would), you should NEVER make someone feel excluded OOCly, if it is perfectly IC for your two characters to be friends.

However: there is the issue that many boyfriend/girlfriend pairings actually like RPing together. Most of the pairs I have met have their alone time, but not once, not once in many many times have they discouraged anyone from interrupting them, calling on them.

I think its good that we're having the discussion. But I do think that we should give most of the pairings the benefit of the doubt.

A set of rules, or guidelines, saying that at no point should having a boyfriend/girlfriend/good friend in the game exclude other RPers, should be sufficient, I think.

I've lost steam, now. I'll just summarise, so that if anything I have said seems like a personal attack, people can look at my nice, clear, polite summary and smile, knowing I didn't mean it.

Phew. Summary: "I agree there are risks, with partners playing on the game, however, we need to be careful not to alienate the many fine players who may feel targetted. I do note that Kelemvor has already stated that this is not meant as a personal attack, which is always good. I just want to say that this could be less of an issue than it appears to be. I've never encountered OOCness, from partners or not, hindering anything my character has ever done. Maybe it hinders more, if you know more people OOC? I don't know."

(Oh dear Lord, nothing I said made sense)

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Post by Dalvyn » Fri Aug 25, 2006 7:05 pm

If you have read other posts by me, you most likely know that I generally prefer to speak my mind plainly. I don't buy the "We always play together, but we do not chase off anybody who would come to roleplay with us!" thing. It twists and distorts the initial idea of a multi-player game in my opinion.

And I can back that claim with simple, precise, and logical thoughts:

1 - A multi-player game is a game that is characterized by the fact that it is played by several players at once. One the goals of that specificity is that people should seek out others and gather and play together.

2 - The keywords there are "seek out others to gather and play together". And that is very very different from "not chasing off those who come to roleplay with us". Assume you have a kid and tell him "Go tidy up your room!". Would you be satisfied with his answering "I'll make sure not to make my room any untidier than it is now" (with unspoken "... but I won't get out of my way to make it any tidier")? That's the same thing. The "seek out others and gather and play together" means that you should be proactive in gathering up with others.

3 - Cliques and pairs are "set up groups". They can be fine at times and are useful tools in building up roleplays. Here too, the keywords is "at times". If you always stay in the same clique (as in: always with the same account), you are not playing multi-player, you are just using a small variation of the "solo game".

4 - When you always stick to the same clique of accounts, as Kelemvor points out above, you will eventually break the IC/OOC barriers. You just lazily bask in the easy comfort of the clique and do not go out of your way to try and seek out others... because you have no reason to. And that is especially obvious when the only time when you go out of your way is when there is some special reward for doing so, as in: get faithed, or take part in a special roleplay, and so on.

5 - So, to conclude: yes, by staying in a clique, you actually ARE excluding others. Because you do not seek out others as much as if you were really roleplaying your character, because you do not hang out in places where you'd meet up other characters, because you never seek out help for quests (you always "use" the same other characters). That is exactly like playing solo with a character twice as powerful as a normal character.
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Post by Layna » Fri Aug 25, 2006 7:34 pm

Fair enough Dalvyn, I'd agree that there's a wealth of difference between 'not discouraging other people' and 'actively seeking them out' - but what's to say these pairs/groups aren't doing that... just *together*?

Sorry, just being devil's advocate, because in some instances it makes IC sense to me that a couple or small group might not travel without the other. But yes, what we should be striving to avoid are the pockets of people who interact soley with each other and not the rest of the players - cause then it's almost like having several different games running concurrently.

Though... I can't say I've really experienced that myself (though I guess that being a Keep-dwelling citizen I've had less potential exposure to it anyway).
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Post by Harroghty » Fri Aug 25, 2006 9:25 pm

Taking a step back to consider this with an OOC perspective on the IC world: how would your character act were this reality? More than likely they would band together very closely with one or more others in order to survive the rigors and hardship of a life spent adventuring. It's the rare individual who can face all those things themself. Furthermore, the Fronterlebnis (shared experience) mentality breeds a kind of contempt for others outside the group. I see it all the time with my Marines. Civilians, Marines from other units or Marines who haven't been to Iraq yet are all excluded to a certain degree. This is pretty natural I think.

Sure, you want to include new players and allow them to be more comfortable with the environment but don't be surprised when tightly knit groups are numerous and hard to penetrate.
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Post by Dalvyn » Fri Aug 25, 2006 10:12 pm

I do not think there is ANY problem at all with ICly- tightly knit groups. There's the consideration that being part of a group leads to ostracism and segretation just like patriotism can lead to racism and hate of "the others". But all this is IC and fine.

I do not think this is the topic of this thread, it's more about OOCly-tightly knit groups of accounts rather than ICly-tightly knit groups of characters. If accounts X, Y, and Z always play together and only together unless they have to get with others, then there is a problem which is not simply some IC behaviour. And that's that particular configuration that was called clique in this thread, not IC groups.
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Brar
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Post by Brar » Sat Aug 26, 2006 1:13 am

However: there is the issue that many boyfriend/girlfriend pairings actually like RPing together. Most of the pairs I have met have their alone time, but not once, not once in many many times have they discouraged anyone from interrupting them, calling on them.
Well it is like in real life, if a pair of players have no real life time alone, they would most likely not have online time alone (that's what is called a synergy relationship) but those are very very rare.. and it's only for couple, not band of friends.
Edit: Just rereading my post, I understand I took tat quote completly wrong, so nevermind my answer.
I do not think this is the topic of this thread, it's more about OOCly-tightly knit groups of accounts rather than ICly-tightly knit groups of characters. If accounts X, Y, and Z always play together and only together unless they have to get with others, then there is a problem which is not simply some IC behaviour. And that's that particular configuration that was called clique in this thread, not IC groups.
But then, is it totally impossible for 2 or more players knowing each others in real life to be able to be part of the same ICly-tighly knit group? according that they don't exclude others of course, and don't close themselves all the time to be sure not to meet anyone, looking for their group to rp with others, considering that the group become a huge player that go and rp with others players (be them other group or individuals)
2 - The keywords there are "seek out others to gather and play together". And that is very very different from "not chasing off those who come to roleplay with us". Assume you have a kid and tell him "Go tidy up your room!". Would you be satisfied with his answering "I'll make sure not to make my room any untidier than it is now" (with unspoken "... but I won't get out of my way to make it any tidier")? That's the same thing. The "seek out others and gather and play together" means that you should be proactive in gathering up with others.
I agree totally with that, but there is time, you are just not in the mood, want to stay alone, don't interact, being depressed, having bad things happening in real life and just wanting to relax, think of something else.
To go out in a different world and forget about your real life for a moment is a part a "playing" this kind of game don't you think?
I know you then think: go play something else, or go get a life. But if that was so easy, most muds and mmo in general would lost 90% of their player base I fear, it is a reality that most of the players are addicted, and yes it is addiction much like a drug, it is bad I agree, but that's the way it is.
There is time you want to play a game, there is time you want to play alone and for most there is no other worthy game than FK, there is nothing else to do. It may be blunt, but face it, it's like that, it's always have been and probably always will be.
But I also agree, those times must remains scarce and a rare things.
3 - Cliques and pairs are "set up groups". They can be fine at times and are useful tools in building up roleplays. Here too, the keywords is "at times". If you always stay in the same clique (as in: always with the same account), you are not playing multi-player, you are just using a small variation of the "solo game".
I would agree wholehearty with this with a small variant of the sentence, make it If you always stay only in the same clique (as in: always only with the same account).
Because if you stay always with the same clique (blabla) and interacts (seek interaction) with others, then you play the multi-player part, but consider the player to be not one individual but the clique.
For me a player is an entity interacting with other players, but it can be an individual, a group of individuals, that's the same effect in the end, as long as you stay within the rules of course (IC/OOC barrier and such.) Like I said before, it is much more like real life, since we got together with Eltsac, there is no more her and me, there is only a us, it is what we most commonly called a band of friends (or in our case a synergy relationship but I said that before already and it is most rare).
There was a time when all the players on the mud knew each others outside of the game, leading to the too much friendly atmosphere of the beggining, but we should try not to go on the other extreme either where nobody dare to know each other in fear of punishment.

Just my thought, even if they are not very clear I fear,
Brar

Ps: the you in my post does not target anyone, but is completly generic (just thought I should clear that)
Your friendly house-elf,
Brar
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