(11-23-2015, 10:23 AM)Sabru Wrote: I think i get what Spazzy is on about is that going for officialdom and being official, at the beginning of each it is fun but then it becomes tedious as the shine wears off and the (as frequently stated earlier in this thread) negatives start to outweigh the positives.
phew, didnt expect to say so much.
My general experience is that players give up once the faction is official, which is a little anal since it's the point when the faction has the most evolutionary potential. However, a good faction leader will either just:
A) roll-call out the old farts who do nothing but make degenerative skype comments.
B) kick rudeboy wannabees.
C) recruit new people. They can afford to be selective now.
D) run events and develop lore. Keep that freshness up. Remain relevant. Become one of the old boys. If you created the faction just to be official-mc-gee-SirianLoremeister, then you're doing it wrong.
E) Ensure the 1ic and the 2ic can do each other's roles properly to give that faction some RL-proofing. A faction shouldn't be official if it's just one dude's pet project he's grooming for his own inaccessible vision.
Any of these steps will counter this problem. Some factions survive the post officialdom "where do we go now" point and stick around for years. Recent examples include JM|. Legions of others, like CL| don't - it's a great filter that works.
THE SYNDIC LEAGUES
(A co-operative of Rheinland's Shipping Unions, retired from a life of piracy.)