It’s about Excellence, not Access
In line with the post prior, what happens if all we have from the platform is a combat style? Let’s explore that. I trust at the end, this post will demonstrate how I am flexible in whatever approach we’ll ultimately decide.
Outside the first generation of training, control on the access to this combat style will be futile. Moreover, it may as well be an implicit guarantee that for whomever is elected to have stewardship of a rare style of combat, he or she will necessarily share this feature with his or her electors. Such a statement is decidedly true for every campaign, and in my case, there is no difference here: Those who donate obviously receive priority access to such a combat style, and the order in which people receive such a style relies solely on the practicality of game mechanics allowing it to be shared. For instance, none can say, ‘so-and-so receives the style first,’ if the game unexpectedly throws up a need for the target character to meet some unknown demand(s)—for example, a preceding mastery for a skill in shield use and one-handed weapons.
Access to the combat style above, for reasons already disqualifying above, and for more reasons not worth visiting—such as issues surrounding proximity, security, etc., are reasons already enough to say access isn’t the focus—access to the combat style is not foundational to this platform.
Excellence, the ability to develop this combat style, that is what is important to weigh in on. We can, of course, celebrate our history as being a server-wide origin of the skill. We can also commemorate our origin with making player-groups—groups like knightly orders who shepherd acolytes flocking to acquire this combat style—but these are all ideas, at their core, about skill access that, as mentioned, inevitably falls out of control within a generation.
So, more prudent than urging a vote for this platform that is based on a group name for these combat style wielders, let’s look at how, over the lifetime of the game, sowing excellence in the first days with use of this skill serves the community of NA-W better than clinging to an idea that shudders as more people are drawn to acquire entertaining combat styles like it.
The answer: develop a flexible community involved in the pliable use of any leverageable combat skill—which is to say: we build a community that values and uses all combat styles for styles they’ve prepared themselves in knowing best suits the job.
In that section just above, that sounds to me in that system above that we would be building and leveraging one of the greatest attributes of our class of players—our flexibility as adventurers.
To give some structure to what I’m suggesting, we promote the heck out of any combat-savvy group in our circle that wants to be promoted. These combat savvy groups would then be plying their knowledges and their technical skill to learn this flail & offensive shield combat style, in addition to using their resources to acquire knowledge and skill of more, and more combat styles. Provided the interest we now have in people who do not just enjoy flail & offensive shield combat, we’ve just created and emboldened a community that values all combat. They, in their works, and given direct support, will be able to study the combat styles, test them against one another, create useful and transferable other players on what styles counter what styles, and how any can better from combinations of other styles and qualities. This, to me, sounds pretty darn good, and your votes would be an indicator that if you feel all combat should be valued, then it would be a prudent decision to vote any opportunity for a rare combat style lands at the right place, like we’ve shown the management of this campaign to be.
So, I’m not writing about this just aspirationally. When I say I’m a veteran gamer, I am referencing years of failures and successes in managing in the attempts of unique and engaging ideas. Over five years ago, for instance, I played quite a niche game with a complicated or better yet—convoluted—style of combat. The learning curve was steep there, much like I expect a steep learning curve for the depth I expect we see in CoE. To negotiate the difficulty of this type of game’s combat, I worked up this calendar in partnership with a group starting up at the time, called, “The Warring Society,” which was a group of people who had excelled so much at combat, they found it was their time to return to the community all the knowledge they acquired.
The calendar looked like this:
Ultimately, there were snags we discovered. We found reasons for which the premise suffered critical flaws—one of which was the passion wasn’t there—namely the game and its community had been hobbling for years and faced difficulty with player-retention—one of the few example issues that we will not have, come time CoE’s launch. I can go on and on about this failure that never really took off, but the idea here is that I’ve grown up gaming by taking risks, and I know that if we are selling our ideas short, with concept and styles of play that are routine and unimaginative, we will strikeout at the same walls and at the same pace of others following these very same traditions that are inflexible and unadapted to unique challenges.
I hope you can trust me to help take this combat style and other rarities like it, toward excellence.
If you feel this was a fine answer, consider looking over more of the Q&A content. Go To →
This thread is part of The Big Three series. If you want to see what positions I've establish in these other article-like posts, check out the other pair here:
2018.12.23 Casino or a Contest? Do We Want Either?
2018.12.23 Can a Vote Serve Unity in Ashland? Solidarity Across All Elyria?
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