Threads of Damocles Leadership White Paper

Word (.doc) Version of the Leadership White Paper

Contents

I - Introduction.

II - Background – How Things Have Been and Are Now

Structural Facts – How Threads is Organize

Executive Producer.

VIA – Our Servicing Agent

Continuity – the current and “old” model for Leadership

Founders – the People who Started or Inherited Threads

Our Volunteer Base

Understanding Why People Volunteer for Threads

The Modular Structure and some Pros and Cons

Despotism in LARP

The Origins of the Modular Structure

The Advent of the modern Modular Style

The Theory Of Boxes – a key concept

III - The Challenges we Face

Pushing the Limits of the Current System

Pros and Cons of the Modular System

The Pros

The Cons

Artistic Issues

Challenges our Leadership will Face

Advocacy or “Championing”

Information Leakage

Redundancy/Scene Spread

Factionalism and Cliquishness

He who is loudest

Fair Division of Resources

Challenges in Managing our Volunteers

Training our Leaders to Act Like Leaders

Problem Volunteers

The Negative Helper

The Specialist

The Climber

The Sprinter

The Sidewalk Superintendant

IV – Guiding Principles – Ideas that are Important to Our Group

The Concept of Group Play

Artistic Needs in “Group Play”

Leadership Structure and Principles

Division of Leadership - Logistics and Creative Content

Valuable Principles of Leadership

Principle 1: Do Not Subordinate The Talent to The Management

Principle 2:  Pull Your Own Weight, Carry Your Own Water

Chiefs and Indians and the definition of Work

When is Writing “work” and when is it fun?

Useless Writing

A Group Production Model – the “Free Market of Ideas”

The Free Market of Ideas

Controlled Elements

Administration by Czar

Administration by Committee

Administration by Custodian

Uncontrolled Elements

Marketing/standard setting – using the system and making your ideas stand out

Roofus

Doofus

Service Models for the “Marketplace of Ideas”

DIY model

Customer Service model

The Closed Model

A Bad Model

V - Action Steps

Gordon – some personal notes

Reorganizing  a LARP

My Commitments and Limitations

Using my Time

How to Be a Leader

Commitment to the “look and feel” of our leadership style

Self Restraint

Self Policing

Seeing the “Big Picture” - Acting like a Writer

Take Ownership of Threads

Thinking about the concerns of others

Thinking about What your Players Want - Understanding how to Entertain

Noblesse Oblige

An Example of Responsible Writers – Proposing a Scene

Structures for Change

The Weighted Committee

Structure

Weighting

Function

Participation

Keeping Everyone Honest

Competitive Bids

Competitive Bid Models – Intercon

Competitive Bid Models - Runoff

Standard Interfaces

Writing Groups

Definitions and Boundaries for Working Writers Groups

Association and Vouching

SPEM and Thread Classification

Entry of new Major Players and Powers

Creation of "A" and "B" Threads - Thread size and IP Points

Jumps and Econ Cost in Trade

Handling Allocation of Resources

Allocation of Money for “high value” projects

Allocation of Time/Scenes

Allocation of transportation space in delivering props to site from our general storage

Allocation of cast

Allocation of Admin time for maintaining supplementary systems (SPEM, etc.)

Major Admin Tasks

Eminent Domain

Living by Our Deals

Housekeeping Elements

Size of scenes/Length of Scenes

Magic/Tech items, Granting abilities

Modular Rules

Other Physical Rules

Secrecy

The "shall not" rules

Writer Profile

Voting and Changes

 

I - Introduction

This White Paper is intended to kick off a planned discussion on the future of leadership in Threads. It is long. I have tried not to repeat myself or use too many big words, but this is a big subject. If it seems I’m writing too much about it, consider the hours that many groups have spent miserable because of failed choices about leadership and ask…”is it too much to spend an hour reading to avoid weeks of misery and a failed campaign?” I figure it will take about two hours to read through the 45 pages of this discussion.

It isn't just a blueprint of leadership. It is a detailed discussion of every challenge and problem facing us. It presents a new model for production based on a "Free Market of Ideas."

Despite jokes that are made at my expense and which I may indulge because I'm good natured. I do not write or talk because I like to hear my own voice. This has been hard work, and I have put a great deal of thought into it. I collected and in some cases invented the ideas and principles here because I think that the players and volunteers of this group deserve well thought out and reasoned leadership. I could have done many of these things unilaterally, but I chose to write them down for two reasons.

First I think that our group is made up of intelligent, educated, people who can easily read fifty pages, and understand it. The ideas in it are an attempt to crystalize much of what I have learned and observed into a form that others can benefit from.

And that leads to the second reason. I think the ideas and concepts presented in this document could benefit many campaigns and many writers, and as much as I want these ideas to benefit our group, I want our group to serve more than it already does as a model for other worthwhile endeavors in the future.

Our group is fortunate enough to have an influx of younger LARPers who are active, and have the interest and background to do significant work. It is not necessary for them to spend twenty years learning the same lessons I have learned when I can write them down in summary so they can spend the next twenty years learning new things. LARP has too much "reinventing the wheel" because no-one has any impetus to write down lessons learned.

I've said jokingly that when people begin bitching at about Threads in the coming year I am going to ask if they have read this paper, and that if they have not I think they should be limited to two and a half hours of bitching, cumulative, for the year.

Joking aside, how much time do we waste reading flame wars or bitching when a group's leadership slowly fails, or we grapple with problems.? More than two hours. Much more. Some people are not interested in the leadership of the group. They pay their money and play and accept what comes. This is fine. Just remember that this was your chance to learn, respond, discuss and have input, so if you don’t like the leadership you get, don’t complain about it. I have no doubt there will be “summaries” of this information posted. Remember that when you read the summary, you lose the detail.

We are not at a crisis point of leadership.  We do not need to have this discussion now.  But right now we can have it at a time when we are not in crisis.  If we wait for a crisis, emotions will be high and endurance stretched to the breaking point, and some of us will be approaching the table with a list of grievances and a will to do harm.  We have the luxury of being affable and relatively detached now.  So this is the best time to have this discussion.

This is also not a coup, or an attempt to overturn the existing leadership.  I have said that the current leadership is “broken” but that is not because the people leading, including myself, have done badly. It is because our group has grown both in size and knowledge.  To risk a historical analogy, we have had the Articles of Confederation, and it is now time to have the Constitution.  But this is a constructive change brought about by growth, not a negative one brought about by bad management.

Finally I want to point out that the group is not in anarchy and does not lack leadership.  The model that we currently have has served well.  We have an Executive Producer (myself) who handles money and overall direction, and we have the Continuity Staff (Kate Bunting, Adrienne Gammons, Eric Johnson, John Kammer, Lawrence Lee, Stephanie Olmstead-Dean, Colin Sandel) who either as writers or Administrators have worked very hard to produce this campaign.  None of those people will be excluded or marginalized under this plan…but we will bring more new voices into the mix.

II - Background – How Things Have Been and Are Now

We can’t move forward without a good grip on where we are now.  Some things about our current state are obvious.  Some others are known only to a few people who deal with them, or are “principles” which get enforced only because I enforce them. 

Structural Facts – How Threads is Organized

Most people see only a little of the organization of the game.  Even many writers do not deal with it in much detail, preferring to ask me for “yes” or “no” answers.  To act as leaders, we need to know why we do certain things, and how our structure is set up.

Executive Producer

As Executive Producer, my job is to assume all financial risks associated with the game.  If, for example, we had paid nearly all the costs associated with the game – food insurance, etc., and hurricane Fay had slammed through our area causing a cancellation, it would be up to me to absorb the losses.  The same with a winter game being cancelled or very unprofitable because of snow.  I also accept the hazards of loss of the physical plant, etc.  If I cannot cover a cost, which happens only rarely (the generator four years ago, the GP, a few other items), it is up to me to go hat in hand and get the money together.  That’s what Producers do.   Alongside that, I set overarcing policy and general goals.  In setting direction and goals, I work closely with Eric Johnson, and several other members of the Continuity Staff, and some of the more experienced writers.

VIA – Our Servicing Agent

Virtual Interactive Arts is a Delaware based LLC that exists as a service provider for LARP.  This is my personal “production arm.”  VIA acts as the insurer for Threads events, limiting the liability that can accrue to the senior volunteers.  VIA also keeps me or someone else from having to pay income taxes on the $12,000 - $14,000 a year of traceable “income” Threads generates.  In reality most of this money is rolled directly into the event.  In the future it is possible we will move to a 501 ( C) (7) “Social” Non-Profit model for Threads.  VIA is also important because those viewed as “officers” of the event could be sued directly by anyone injured at a Threads Event.  Because VIA exists it is likely that a legal action could be directed against the LLC not one of our volunteers.  This may be more important than you think.  You may think you’d never sue Threads.  But do you belong to an HMO, or have other Group Insurance?  Read your service agreement carefully.  You probably signed away your right to sue in the event of a major injury to your insurer.  Your HMO would probably sue Threads, even if you didn’t want to.

Continuity – the current and “old” model for Leadership

The term “Continuity” is a little confusing.  In most games, “Continuity” is the staff of copy editors that make sure that one scene agrees with another.  In our group Continuity picked up the meaning of “the leadership group.”  This makes sense if you think about the usage as being similar to “Editor.”  An “editor” is technically a person who looks at copy and changes it.   However an “Editorial Staff” is the management branch of a Magazine or Newspaper, and the “Editor” is the manager. 

The concept behind Continuity was to avoid terms like “leadership” that tended to breed the sort of hellish small-stakes envy and bad behavior so common to volunteer groups where the lowest of stakes seem to spur the most bitter of fights.  Our goal was to be a functional group that got things done, not to have titles to lord over others.  This is important because our experience teaches us that LARP groups are often perceived as small and flaky and tend to be targets for ne’er-do-wells with the need do “climb to the top” looking for a suitably small hill they might actually be able to be king of.  Often these people aren’t very socially adapted, and may not care how messy or unpleasant their climb is.   We don’t want to be attractive to that sort of person, and not offering a lot of “titles without jobs attached” is an important  part of that.

Continuity is currently the decisionmaking body.  I cannot unilaterally change anything about this group that lies outside the direct sphere of the Executive Producer.  The process must be that these people accept what changes are put forward, and agree to move forward, or that we must vote.  I think that it is the case that we’d all prefer to accept changes with acclamation.  But for that to happen these people have to feel they have been respected and included.

Founders – the People who Started or Inherited Threads

The Continuity Staff is not synonymous with the founders of the game.  Hank Kuhfeldt was a founder but no longer sits on Continuity, and Colin Sandel was not a founder but does sit on Continuity.  Various founders became involved at various times.  In many groups being a “founder” has sparked bitter acrimony.  We have seen groups torn apart as an original founder decided to “take their marbles and go home,” or threw their weight around to demand changes that were of interest to them and a few supporters but not in keeping with the overall direction of the group.   Since none of the original founders wanted this, we agreed to a Creative Commons license for the game, so that there would never be any question that any individual, including myself, had the right to suspend or derail the campaign for everyone else.

That said, I think  it’s realistic to suggest that these people are owed some respect. 

I’d also like to note that the other person who has a special relationship with the group is Adrienne Gammons.  Just as I bring a great deal of the infrastructure to the table (not only the actual physical infrastructure, but the cumulative costs to store and transport it), Adrienne brings our summer site to the table.  This suggests that particularly in regards to the summer games, she has an important position and is someone we need to respect and listen to.  She also has the ability to mandate certain things about the site which brook no argument. 

Our Volunteer Base

The core of our group is made up of volunteers.  Even players who mostly pay Money do some volunteer work cleaning up the camp and undertaking other tasks.  We are a community based group, of and for, volunteers.  Some people volunteer more time, others are contributors who provide more money.  We use the TERM system to describe this.  If you aren’t familiar with the Time/Expertise/Resources/Money model, you may want to catch up by reading: http://wiki.Threadsofdamocles.org/index.php?title=TERM.  

Understanding Why People Volunteer for Threads

It is not very fun to do paperwork or hard labor for Threads.  But people do it.  It is easy to assume that people do the hard jobs because they “want to,” and assume they’ll just keep doing them.  But that’s not the case.  Everyone must get some gratification or payoff.  To retain our volunteers we need to understand what they get out of working for the Group.

The privilege to “do it right” and “be my own boss.”  Many of our volunteers do work for Threads similar to that they do at the office, but are frustrated with superiors in day to day life.  In working for Threads there is a chance to do things “my way” and get to be the one who sets processes and makes plans.  That’s very gratifying to a lot of volunteers.

The Modular Structure and some Pros and Cons

Despotism in LARP

During most of the 1990s it was put forward that LARP only worked as a Dictatorship.  The theory was that in order for a LARP to run well there had to be one tyrant who controlled everything with an iron fist.  While this isn’t true, it is a product of perception.  Small political entities are Despotisms (Primitive Dictatorships).  People familiar with the political model of Sid Meier’s Civilization will recognize this concept.  Civ players will also remember that as society gets larger, Despotism is less and less efficient.  The capability emerges to support more complex models, and the Despot is a drag, not a help.  In a small group a Despot gets things moving quickly.  It could be argued that the Continuity Staff is a Despotic Oligarchy, but the effect is the same.  In a large group Despotism slows things down because a few people have to oversee everything directly.  Civ players could humorously argue whether we are moving to Monarchy or Republicanism but the truth is we have some elements of both.  The Production-Company model and the “Marketplace of Ideas” model below aim to keep some of the elements of Despotism that work well.  Having someone willing to take responsibility and say “the buck stops here.”  But it aims to eliminate the drag of all decisions having to be approved by or blessed by a small cadre of oligarchs.

The Origins of the Modular Structure

The advent of the modular structure made it possible to consider a stronger move away from Despotism.  Modular.  The real origin of the concept is the 1988 LARP event The Arabian Nights.  The designers of that original event, including but not limited to Russell Almond, conceptualized a structure which could support 120 players and dozens of GM writers who had little time or inclination to closely coordinate writing efforts.

Like the Pyramids of the ancient Egyptians, the architecture of, The Arabian Nights, was vastly ahead of its time and would not be repeated for  some time.  In LARP terms it would be a decade and a half before the Arabian Nights model was fully appreciated.  One reason for this is that it takes a fairly large Event to need a modular style, and games had tended to stay in the 40-50 range with only a few large events reaching larger sizes.

The Advent of the modern Modular Style

By 2003 we were seriously looking for models that would support multiple writers as anything but assistants. .  1936: Atlantic Clipper (2002) was our first attempt to heavily integrate writers who were not the core founders into production, and it showed us that there was much to learn.   Modules of sorts had existed in TS/Adventure crossover from the time of Dark Summonings, where the DS: Dreamlands game presented a modular model.  The first two experiments of the current group (1936/1948/Threads) with the serious modern module structure began in 2004.  In September 2005 with 1948: Washington and then in January 2006 with 1948: Shanghai  we fully debuted the modular structure similar to that of Threads. 

It is interesting to consider that the enormously evolved “bid and grid” system we have in October 2008 was developed in only four years.  We have to bear this in mind when we want the system to suddenly change or expect to fix all its problems overnight.

It can be argued that like “Monarchy” and “Republic” in Civilization, “Bid and Grid” is a stopgap between the ideal (Democracy) and the realizable (Despotism).   It is not the best possible system.  It has shortcomings.  However it is the best possible system we can operate within our resources.  If we are to move beyond, or at least build on top of “Bid and Grid” our core staff needs to reach a higher level of training and personal discipline so that we have a model that not only supports our model, but is capable of training and drawing in new authors without alienating them.  Below under “Pros and Cons of the Modular System,” we will explore shortcomings and what we can do to improve the current system.

The Theory Of Boxes – a key concept

In the modular system we talk about each Writer’s Box or Boxes.  The things that are in the Box are things that the Writer has complete control over.  A Writer’s Box may be his own personal creations (where they do not interface with others) or tasks he is a Czar, or Custodian of (concepts we’ll explore more below in “A Free Market of Ideas”)

Connectors extend out of the Box.  A Writer does not control the connectors coming out of his box.  Some connectors are automatic.  A Thread may have any internal politics a Writer designs, but its SPEM ratings and gate outlets are connectors that must be checked with others.

III - The Challenges we Face

Pushing the Limits of the Current System

Most of us have some ideas or insight into the shortcomings of our current system.   Put simply the problem is that it was a good system when there are 3-4 principal writers and a few auxiliaries who are definitely subordinate. 

The Current System is characterized by a situation where some writers have the “right” to make major or sweeping decisions that affect everyone else.  The rough reason for this is that they do not play characters and are theoretically therefore more dedicated to the “game overall.”  But in practice every writer, player or not, has their enthusiasms.

It is not proving to be an adequate leadership structure or system for administering a dozen co-equal writers. 

In general our system handles logistical government fairly well, to the extent that it is a small enough job it can largely be done by fiat.  Eric Johnson and I have handled most of the logistical government (me more on the “physical” side and Johnson more on the “electronic” side), and have tried to do it by encouraging volunteers willing to undertake a system or area of responsibility (Stephanie, Kate, Anna, Merry, Jennifer, Rita) to make their own systems.  In general I have tried to support them where their plans did not conflict with anyone else’s and negotiate where they did. 

This may seem “non leadership,” but in practice it is a good method.  Modern business theory suggests that most change comes from below.  Frontline personnel have good ideas, and they percolate up.  Eventually the best ideas are adopted by management and passed back down. 

Pros and Cons of the Modular System

The Pros

Many of the strengths of a Modular system are obvious.  By building isolated boxes and allowing writers to do mostly what they want in those, policing them only when they come “out of the box” we cut down on the review load of the Admin Staff.

Review load leads to burnout and breakdown.  If a Administrator has to review 10-20 plotlines, all on deadline, they will begin to lose control of the workload.  Reflexively they begin to “sit on” material and slow it down, focusing on the things they think are “most important.”  The writers get first impatient, then disgruntled.

On the other hand if an Administrator simply begins to “rubber stamp” all material without review, authors quickly run into conflicts which they expect the Administrator to resolve.  This becomes an even more time consumptive process.

By reducing review load, and giving Authors the tools to self police “keep it in the box,” the Administrators can allow more ongoing plotlines, and more writer freedom. 

The Cons

The biggest weakness of the modular system is limited continuity.   This is something that both writers and players complain about…they want a greater feeling of overall “connection.”

The remedy we hear proposed most often is “more review by high level writers.”  The problem is that doesn’t work well, because “more review” also equates to “more control” and few writers really want that. 

It is also the case that creative, intelligent people with a spark for good production do not want to spend huge amounts of time reviewing and vetting the work of others.  This leaves those who do not have this spark, but are good with details and are willing to do “copy editing.”  The problem is that by definition those people are not good at having the vision to say if a given plot or idea will be able to catch fire with an audience.   So the people who should review work don’t want to, and the people who want to often shouldn’t make directorial decisions.

What authors often mean when they say they want more “active oversight” is “more continuity writers willing to champion my materials and force them down other people’s throats.”  Of course if everyone wants this, we’re back to the same battle of wills that occurs if the Administrators rubber stamp everything and allow the writers to “slug it out.”

But at the same time we want to build more continuity.  Players feel scenes are “disjointed” and Writers feel that some Writers get to control all the “important” plotlines, leaving few for other people to participate in.  

We need the stable framework of “Bid and Grid” before we can begin to explore the remedies

Below, in “Action Steps” we’ll talk about the things that can be done to support higher continuity and step beyond the simple modular structure, without losing the strength and resilience it gives us.

Artistic Issues

Our system resolves artistic issues very badly.  This is probably our worst failing and one which will sooner or later cause the group to fail if we do not look it squarely in the eye and address it. The problem is fairly simple.  Despite being very forward thinking in most regards, Threads inherited a model from  1948 that set up an arbitrary group of writers to maintain “continuity.”

Conceptually the system is fair.   A group of writers choose not to play characters.  This theoretically makes them impartial, since they don’t have an “attachment” in game.  They sacrifice the fun of getting to play characters and be enmeshed in the game in return for the authority to make all the “big picture” decisions.

It’s a wonderful idyll and it’s transparently broken.  I’d maintain that the only Continuity Member of whom this is largely true at this point is Lawrence Lee. 

Let’s take me for example.  I run the Empire of New York and personify several of its ranking officials.  Do I consider myself a “partisan” to ENY?  No.  I have a sophisticated multi-year story arc revolving around issues of political power, stability, and instability.  But I cannot pretend for a moment that my greater familiarity with ENY does not make me ENY-centric.   And I work very hard to try and recognize biases, create balance, etc.

And in the end there is the fact that I’ve been able to impose my high level arcs on the game.  Other authors with ideas for high level arcs have had to “vette” them, and may have met with resistance.

This would all be fine if we were really a production shop with a team of Continuity people in constant conference working out “the big picture.”  But in practice Continuity staff play characters, engage in advocacy and are often ignorant about other priorities and plotlines.   Most Continuity Staff don’t participate heavily in “big picture” discussions of where the campaign is going, but focus on their individual Threads and plots.  Including me.  Not because we’re bad people, but because we’re mostly focused on doing our own work well.

Just to give an example of how outmoded the “Continuity” concept is.  Historically at the Winter/hotel site, First Floor Suite Rooms were offered to Continuity staff on a priority basis, on the presumption they needed better access and ran more scenes.  This resulted for Manhattan in one of the people running the most scenes not being able to get a suite on the first floor because only a single room was ever offered on the general Writer’s list.  The point here is that the system is designed based on suppositions that aren’t true anymore.   

Challenges our Leadership will Face

If the solution is to broaden the leadership, we must be realistic about the pitfalls involved.   We cannot walk along humming and pretending not to notice the contradictions and conflicts.  We need to address them head on and be brutally realistic about them, or they will bite us in the ass.

Advocacy or “Championing”

I think we can all recognize the concept of Advocacy.   Bob Smith writes the “Mongolia” Thread.  Thereafter he sees everything in terms of Mongols.  If a political scene is proposed, he is concerned about the Mongol presence.  If a war breaks out he wants the Mongols to be a big factor.  If he writes a scene set in some distant thread where nobody else is from, he may add Mongol references.

Bob is being neither good nor bad per se.  On one hand he is responsible for writing and promoting his Thread, the moreso if there are Mongol players.  Perhaps his real intention is a “fight the Mongol Horde” plot, but to do this he needs to make players aware of the Mongols and even sympathetic to them.  

But you can see there is an immediate problem here.  In Bob’s mind the Mongols are awfully tough.  In order to make them credible he sees them beating other people up and winning a lot.  Maybe because culturally that’s how he feels Mongols should be, and it’s a “realistic” depiction or maybe because he wants to make them a more feared adversary for his “Mongol Horde” plot.

But other Writers have powers they think are equally cool.  Bruce is certain that “Spartan Warriors” are cool enough to defeat any number of Mongols.  Joan is just sick of everything being about Mongols.

The situation is not as simple as it seems.  We can’t just tell Joe “Dude, lay off on Mongols for chrissakes…”  We could, but we’d be hypocrites.  Don’t we have our own enthusiasms.  Sure, but ours are much cooler and more reasonable than Mongols….to us.

The situation is more complicated if Joe designed the Mongol thread because he really loves Mongols, and is fascinated by them, and plays either a Mongol PC, or has a frequently occurring GM-NCC that is a powerful Mongol leader.

Many of the keys to policing this lie in making sure Joe is on board with behaving like a Writer as discussed below under “How to be a Leader.”  If he is, it doesn’t matter whether he’s a player, a powerful NCC, etc.  He will behave courteously and cooperatively and benefit the campaign.  If he is not, no matter how “reasonable” Mongols are, Joe will be much less of an asset.

We are all blind to our failings.  The current system has given carte blanche to writers like myself to consider what we are doing “central” and “Important” and then judge other writers with a jaundiced eye.  As we move forward we must stop this behavior. 

That said…we cannot have players who use Writing as a “bully club” to beat the other players, and make their place/race/spell/artifacts/etc. “cooler” than everything else. 

A good start is for Writers to come clean about their motives.   A writer planning a villain arc in which a major villain threatens everyone credibly then is overcome and defeated, should get more leeway for being grandiose than a player who is simply “playing this cool leader who can help the CCs if they accept his help.”

But the arc needs to be sincere.  Often we see the development even of villains as characters that are destined to rub players noses in it for many games, without much avenue for success, then be overcome almost as an afterthought after the writer has worked his aggression out.

There needs to be less secrecy and more high level willingness to come clean about general arcs, at least among the senior authors.  Likewise, there needs to be some discretion.  Authors who choose to be “read in” on those issues in order to provide a reasonable “sounding board” need to work not to leak information that will damage an author’s plot. 

And reviewing an author’s motives to get a feel for how far it is reasonable for them to go should not be an excuse for a “court of inquiry” in which they are forced to defend their actions and plots before all comers.  In general the assurance of a few senior writers (people with many production credits and good current ratings) should be taken as a reasonable voucher that an author is on target.   The last thing we want is a plot inquisition.

Information Leakage

We want a game with some “cool” high level story arcs.  Nobody knows exactly what is going to happen with the Empire of New York in December of Season 2, or with the L.A. Elections, or with making time start moving forward again, and that is cool.

Problem is, the more people who know a secret, the less of a secret it is.  Right now, what is going to happen with the Empire of New York is a secret because it exists nowhere but in my head.  But if I wrote it down, other people would read it on the BGA grid and talk about it.

The effect of information leakage is to create a tier of people who are privileged because they know, date, table game with, or hang out with writers who know a lot about what is going on.  On some levels that’s not a bad thing.  I actually tend to drive my plots by passing information off to people that I know “talk” a lot.  And to some extent being a member of the information underclass is a choice. Most of us can choose to talk to other people who play Threads in e-mail, in IM, or during the week and ask them about things going on with the game. 

One typical remedy to “information leakage” is to say “well we should all keep secrets.”  This leads to a problem.  Someone invariably violates the rule.   It’s easy to say ‘we should keep secrets.”  But what happens when Joan tells her boyfriend Joe who then blabs at a party to Bobby who plays the game.  At that point we must decide.  Are we Skull and Bones?  Do we dress in black robes, and ceremonially turn our back on Joan and snuff out our candles signifying that she is dead to us and never speak with her again?  Probably not.  So then what do we do?  Do we give her a rap on the wrist or a firm scolding?  Who decides that?  Joan’s ex may feel she needs to be really read the riot act, while her best friend may feel it’s perfectly understandable.  So in fact the issue becomes a personality contest.

The problem is that a volunteer group cannot really punish information leakage.  The stakes are low, and generally severity of punishment, or even determining if there is an offense will be based on unfair issues of who likes who, and who is annoyed at who, rather than any rational basis.

And pretending to secrecy without an enforcement mechanism is an “ostrich head in the sand” approach.  Pretending the problem doesn’t exist doesn’t make it go away, it only makes us stupid and defensive about dealing with it. 

The bottom line is that we cannot realistically rectify our group mechanism with more than localized secrecy.  If I have a secret it is as good as my personal trust in the people I share it with.  And information committed to writing is going to be well known, or at least known to an overclass of players who follow the wikis and are involved in information processing.  So we have to consider that our group basis is “secrecy as far as it goes” and that isn’t very far. 

There are remedies that help the problem, if they don’t cure it.  One is presented under “Association and Vouching” below.

Redundancy/Scene Spread

It is natural in a big game that there will be some duplication.  Niches typically can occupy 4-8 players so having two similar niches in a game with 40-50 PCs is quite reasonable. 

As  an example, Manhattan which was originally sold as steampunk, now has a bit more of the gothic fantasy/horror overtones of original New Orleans.  Post game-1 when it became clear that virtually no players had chosen to be heavily steampunk and the few that had even peripheral ties to Manhattan had gothic fantasy/horror elements, it seemed useful in that direction.  As I talked to Hank Kuhfeldt, the original NOLA author,  in Season 1, and he disclosed his desire to destroy NOLA at the end of the season, I began to retool Manhattan as the “new NOLA,” the focal point for gothic fantasy/horror elements.

The problem comes when Writer after Writer creates the same “cool thing” so they can have one too.  Especially if that creation supports championship and advocacy.   We do not want to get into a situation where the creation of a Hive or Rising Sun “mind control” plot brings about three other mind control plots because every writer has to do the same thing to be cool.  We want originality.

There is a benefit to homogenity. It makes plots recognizable and identifiable.  For example, in Los Angeles, UFP makes bioroids.  So far we’ve been very resistant to other sources for Androids, though there are some drifting into game.  An early plot would have made it useful for ParaCentury corp to produce its own androids.  But in the end we went with consistency, giving a recognizable single-source to something unique to make it more recognizable.

Obviously there are two remedies to scene spread

The first is originality and personal responsibility.  We need to choke down on our desire to duplicate every element of the game we think is cool so we have one to play with.  The second, as we’ll investigate further, is “marketing.”  If we want our cool thing to become the standard, we need to “market” it to other writers in a form that they can easily use.

Factionalism and Cliquishness

Factionalism is a bane of all Volunteer organizations, and affects both “Chiefs” and “Indians.”  Every volunteer organization deplores the existence of factions and cliques, yet they do exist.  The best thing to do is acknowledge them, but understand they cannot be allowed to dominate the politics of the group.  If one faction or clique is pushing an agenda, it still has to answer to the whole group.  In a moderate-sized group “taking over” is usually not an option.  

He who is loudest

A larger problem than factionalism is the tendency of the group’s directions to be dictated by “he who is loudest.”  Many participants in small groups feel that by posting the most, shouting others down, and pounding their points across again and again they can control the agenda.  This is why the element of voting is so important.  Voting destroys the ability of the very loud to dictate the agenda of the very reasonable.  Where voting is unusual, or considered a “last resort” noise tends to win.  Even very experienced leaders can be driven by a few noisy voices.    It is important that the group structure be conducive to frequent and early voting and polling in order to minimize the degree to which the agenda can be controlled by “those who just post a lot.”  Voting should be an easy recourse if there is not obvious unanimity not a last resort after weeks of bitter argument.  “Hmm…I see not everybody agrees on this, so we’ll take a vote.”

One role I see as Executive Producer is not to enforce my own will in any situation, but rather to quickly recognize when not everyone is in agreement and call a vote before there is time for a long bitter argument.

Fair Division of Resources

Another issue is the fair division of resources.  Right now we are doing fairly well.  Because Swing Cast has been one of the most successful programs ever, we have more cast than we need in each slot, and can afford to be somewhat generous about cast allotments.

In terms of slots, we are not doing badly.  In general we have about as many scene bids as we do slots.  We also have enough players that we can probably move to five tracks, opening up more slots in each time frame.

Currently our use of properties is very poor.  The complete collapse of tracking and storage at the manse has meant that most props are in unknown locations and are not being retrieved for events.  There is no master listing.  There is a plan in place to fix this, and despite very low support from the group for a fall work weekend this will move ahead, though not as quickly as planned.

Likewise, 2008 has been a year of financial retreat.  My personal financial difficulties with my mother’s estate have prevented me from heavily capitalizing the game, and indeed led me to claim some losses that would normally pass without comment.  Again, 2009 should see Threads, for the first time, well capitalized with an independent bank account, and the ability to pay all its expenses well before a game is run.  I want to make it clear that I am not “giving money” to Threads.  But VIA will have its own accounts and capitalization which will mean Threads can buy more cheaply and aggressively by anticipating needs.

But there are questions.  Doing “big projects” of any kind that require budget or focus has been largely off the table during a year of financial hardship.   I see five major areas of Resources that need to be considered

We’ll discuss these all under “Handling Allocation of Resources” below.

Challenges in Managing our Volunteers

Most of our volunteers are very good and very solid people.  This is largely because Threads has crossed the “credibility threshold” for a small group.  In very small groups, any volunteer, no matter how substandard, must be accepted.  This tends to “poison the well” driving away more competent volunteers who don’t feel like having their time wasted.  Good management can help maximize the use of volunteers, and that attracts more competent volunteers.

In short, competent people prefer to work with other competent people.

Our two challenges with Volunteers arise from three sources

Training our Leaders to Act Like Leaders

We don’t want to make our Writers subordinate to Managers.  The problem is that for that to be possible we have to make our Writers Managers.  We can start by trying to set a good example.  But in the end we need writers who want to act as Leaders – to really “move and shake” to understand that makes them managers of volunteers.  And to learn the techniques they need to do a good job.

In the 1990s, I took the then fairly popular Zenger-Miller (now AchieveGlobal) management training offered by the U.S. Government.  I also read various management theory, including MBO, and various work on handling volunteers.

We can’t expect each of our Writers to go out and take training or become a high quality volunteer manager.  But we can create a culture that rewards and encourages maturity, cooperation, and good behavior and condemns difficulty, tantrums, and narcissistic “me first” behavior.

Under “How to be a Leader” below, we’ll discuss some of the action steps that can make us better leaders, more worthy of respect in the community.

Problem Volunteers

While we need to improve our maturity and leadership skills, we also have to recognize that sometimes we will get volunteers who don’t work out well.  In the next paragraphs we’ll look at behaviors of some “problem types” that we need to be aware of.

The “solution” for Problem Behaviors in volunteers  is for our Leadership base to be established, well organized, and work well together.  If we have good competent Leadership, we can recognize and contain or re-route these behaviors.

The Negative Helper

The negative helper knows his or her limitations. But they also know that you are having problems  and you need help.  Often they will in fact use guilt to call attention to your faults to prove that you need help.  Of course, they know their limits and are not as overcommitted as you.  So you will have to work to help them help you.  In fact the amount of work you end up doing will just slightly outweigh the benefits of their help.   In ILF days we collated Metagame magazine every month, about a three hour task.  We had one volunteer who noisily insisted on being included in helping.  But he had no car.  He saw no problem with asking us to drive forty minutes each way to pick him up and drop him off so he could save us about an hour of time.   Often this person enjoys one sort of work, such as “building things out of popsicle sticks,” but does not enjoy buying popsicle sticks, painting popsicle sticks, or designing popsicle stick structures.  So they are very offended if their offer to sit and build things (provided they are presented with a neat desk with all supplies ready to go like in grade school) is rejected.  Often their reason for not buying popsicle sticks is that they “can’t.”  Oddly when asked to sweep out the barn, or some other unskilled task, they are indignant, even if they disqualify themselves repeatedly from more complex tasks by saying they aren’t bright enough.   

The Specialist

The specialist can actually be helpful, but it relies on you wanting what they have to offer.  And often they can be world-class pushy about making you accept it.  Most of all they guilt you if you don’t accept it.  On one LARP project for another group years ago, we were told that there had to be a big bad monster at the end of the game.  We didn’t have a big bad monster in mind and wanted to know why.  The answer was that they had a really good latex guy, but we were at least told (never confirmed) that he wanted to do a piece for every game, so it wasn’t okay not to have a big latex monster.  That’s on the positive side though.  Probably we could usually think of a latex project. F or another LARP some years back, we had a fellow who was supposedly a “folk musician” offer to play.  He was, in fact, actually bad enough to largely clear our room every time he performed.  And he did three full sets.  We finally pulled him off, but not in time to save the event.  It was a lesson in saying “no!”

The Climber

The Climber has some competence, but  they are also ruthless.  They can do a good job, but the job that they want to do is yours.  They target someone in the organization, usually someone who is weak or falling down a little on the job.  They offer to “help” by which they mean embarrassingly show this person up by making a big show of doing the job better and quietly explaining all their past and present faults, while doing nothing to actually support them.   This sort of person can be an asset, if they are willing to move into new territory and merely want a “way in.”  Often, though, they are either substandard themselves (they may let the person they are replacing do the majority of grunt work, while focusing on a few high profile tasks that show them up) or “sprinters” who work feverishly for a new position, then slack off and do not follow through on the job.

The Sprinter

The sprinter is a world of energy, and hits a new task great guns.  You wonder how anybody can put forth that much effort, but you don’t care because they get so much done.  Unfortunately they will fail and flag, often being cyclically depressive, and leave a task unfinished.  In a perfect world this would at least be a “good start,” and some self-analytic sprinters are good contributory volunteers by undertaking complex one time tasks.  But most are using their energy to get recognition and a “position” within the community and hang with determination onto a role or project long after their energy to do it passed away, leaving the task undone and the embarrassing task of “firing” them to someone who is willing to be “mean” to someone who has put forth such good effort in the past – a task nobody wants or enjoys.

The Sidewalk Superintendant

The sidewalk superintendant does not want to do the job at hand.  But he or she understands it better than whoever is doing it.  In a few cases this is useful.  Occasional expert advice from someone who really doesn’t have time to do the job is great “I can’t come do makeup for you, but I’ll show you how to break down and clean an airbrush.”  But the great weakness of this person is that in not actually doing the job, they don’t have to take any of the constraints into account.  A conversation with them usually becomes a litany of “we can’t do that because we don’t have X….we can’t do this because Y doesn’t allow for it.”  They will give idealized instructions without thoughts of time, resource limitations, etc.  Often they are dismissive of resource or procedural considerations.   The point is that since they never actually have to produce, they aren’t held responsible for the failures or problems their methods might cause, and don’t have to think practically about what they are doing.  A warning sign.  Real experts first ask about all the constraints of a situation, then start giving advice.  They work with you and accept that you may have to do the most with the resources you have. 

IV – Guiding Principles – Ideas that are Important to Our Group

The Concept of Group Play

At first thought, it would seem logical that the best writers would make all the decisions about plot and story and the rest of us would accept them.  A second thought shows a great flaw in this concept – our writers  all want to write and produce material and are not all the very best writers.  A writer supports the group because we want to produce things, and even if the event is really great because Joe did all the writing, that’s not satisfying to Susan if her material was ignored or left out.

We are not out to produce the greatest dramatic work of all time.  If I set out to create “art”  LARP that always  looked sharp, was beautiful and cutting edge, I’d do what the Finns do.  I’d restrict it to invitation only and screen out all but the people who were the best, most dynamic, roleplayers, as well as hand-picking who I worked with.

That’s not what Threads is for.   We’re here to produce a good piece of work that everyone in our community feels welcome in and enjoys.  That’s our basic goal. 

Now I don’t know about you, but if I spend all day sweeping out the barn, and then that evening I want to suggest a plot idea or concept and the lead GM tells me that I’m not very bright and should stick to sweeping barns, I am going to be insulted.  And I am not going to have a good time.

At the very far ends of the spectrum are people whose ideas are so good that we often defer to them.  And people who just don’t seem to “get it” and so no matter how much sweeping they do we are not going to run their psychosexually disturbing plot.  But those are rare exceptions.  Most of us fall in between.  We may not be George Lucas in 1977, but thankfully we aren’t George Lucas in 1999 either.  And we want our say and our participation.  Even if we are not the best writers ever, there is very little evidence that most of our peers are strikingly more brilliant than we are.

So we acknowledge that Threads is driven by a desire for “group play” not a desire for peak artistic brilliance.  We balance good content with allowing a wide variety of people to learn the art of LARP by creating stories. 

Our individual scenes may be great, and I hope they are.  I try to make my artistic scenes brilliant.  But my need to be brilliant in my scenes does not drive Threads.  I have no right to subordinate other writers agendas to my supposed “brilliance” especially since they might or might not really agree I’m very brilliant at all.

Artistic Needs in “Group Play”

Most  of us had rather write for people who appreciate our work.  Eric Johnson put this well when he said: - “about target audience. I prefer, both as a writer and a programmer, to work for an ‘enlightened audience’ and dislike having to pander to an audience…Which, I realize, makes me an elitist snob, but is an interesting thought anyway, I think.”

For years this just didn’t mesh with the concept of “Group Play.” I remember the experience of being roped into producing a game for a regional boffer LARP about nine years ago.  Despite presenting a “dumbed down” version of the original idea the project was a constant cycle of being told to “include more parts where we hit things with plumbing supplies.”  While I find boffer combat admirable in many ways it wasn’t what I wanted to be producing.  I felt very much like Mozart in Peter Shaffer’s “Amadeus” when the icon of artistic mediocrity, Salieri, advises him “I think you overestimate our dear Viennese, my friend.  Do you know you didn't  even give them a good bang at the end of songs so they knew when to clap?”

But let’s be fair.  There are other authors who have complained about “elitist, artsy” scenes, or scenes which push a strong psychosexual element.  Everyone has different taste.

So we write in modules, and compartments, so that authors can develop the work they want, while still being part of the “Group Play” experience.  The tradeoff is that we must each agree to keep our scenes “in the box.”    That is how we share the Group Play environment.

Leadership Structure and Principles

Division of Leadership - Logistics and Creative Content

These two areas require pro-active “government”

Logistics - a logistics issue is one like “where shall we have the game” or “where people may park”

Creative Content - a creative issue is one like “how does time work” or “where do vampires come from.”

We tend to immediately want to separate these two areas.   After all, what do logistics people know about vampires and what do vampire-writers know about parking cars?  The problem is that most of us are gamer-geeks, who pride ourselves on intelligence and flexibility.  We do not take kindly to being told we know nothing about parking and we do not take kindly to being told we have no good ideas or that our input on creative matters isn’t important. 

There are some people who say “I am only interested in parking and paperwork, I do not want to write.”  And there are some people who say “I only will write, do not ask me about parking.”  But by and large the bottom line here is that we are not Disney.  We do not face logistical issues like “staging a shoot in South Africa,” we face logistical issues that most high school graduates can readily comprehend and take some interest in.  So everyone wants to be involved.

Valuable Principles of Leadership

I’m going to suggest that as we discuss leadership we keep a few things strongly in mind

Principle 1: Do Not Subordinate The Talent to The Management

Things go badly in an arts group when the talent does not have ultimate control over the project.  At Disney, financial managers and planners control most operations.  Because Disney is so big and so lucrative, and because people work for it to get the best possible salary, it is alright that people who are not the talent make decisions.

In Threads however, there is no paycheck.  The only reason people work for Threads is to have fun doing something creative.  If we create staff who seem to be ‘bureaucrats’ and those staff make demands on the writers, they will soon bristle and be unhappy.   Even if the demands are the same that I would make the difference is that I am also a writer, and that I make the same demands on myself.  The moment demands are made by someone who is not a writer, then they will be called into question.  The first time that the demands are unreasonable or badly designed, they will be called further into question.

So we need to have management, but need to keep the Writers – the talent – involved in the process.

Principle 2:  Pull Your Own Weight, Carry Your Own Water

This is shorthand for the idea that if you want to have a say you do some work.  At Disney if I am a good writer, I don’t have to sweep up the offices.  Disney has “people” for that.  The only people Threads has is you. 

Threads is not a multi-million dollar corporation.  Look around you.  How many of your friends do you see who are actually such brilliant talents that you feel you ought to take up a broom and sweep so they can have more time to produce fantastic art?  Now, how many do you think should clean up their own damn rooms?

If we don’t want to sweep up after other people, we can assume they don’t much want to sweep up after us either.  And bless the people who like sweeping. 

We are a volunteer arts group.  Just  as it is bad when Managers are disconnected from the Talent and start giving orders and making plans without regards to the art we are producing, it is bad when Writers are allowed to sit in an ivory tower and think great thoughts without having to get their hands dirty.

The presumption in Threads is that we all do our share of the work.  Now some may do different kinds of work or be suitable for different kinds of work.  But nobody gets to sit on their ass and tell other people what to do. 

I try to make myself a case in point.  It is true I often am the one who gives the orders, and I am the one who makes many decisions.  I am also the one in the barn at 10pm Tuesday night when everybody else has gone home.  In the coming year I hope to cut down the amount of work I am doing.  But along with passing off work to larger groups of people, I also hope to pass off much of the authority in the group to larger groups of people.  The two need to go hand in hand. 

I think that’s true for all of us.  We’ll be bitter and resentful if we are doing work and not getting any say in how things go.  The amount of say we have should be commensurate with the amount of work we’re doing.

Chiefs and Indians and the definition of Work

It is the natural tendency of people to prefer to play ‘Chiefs’ over ‘Indians.’  If you don’t believe me, count the number of cast who say they “strongly prefer soldier no. 2 roles.”  There are a few, but not many.  In Threads, everyone has to be both a Chief and an Indian.  The person who makes the rules has to try to live by them or answer for why not. 

The only time we tolerate Chiefs who are not writers is if we see they are also staunch Indians.  That they work as Tech, make food, do paperwork, or do some other set of hard, undesirable work that makes us say “they are Indians too, so if they are acting as a Chief they’ve earned the right to.”

It is possible that our group would be best managed if we found someone who had consummate management skills but no willingness to work at any task other than telling people what to do, and simply asked them what to do, and had them dictate it to someone who was willing to write it down.  But I do not think we would be a happy group, no matter how well things worked.

I’m going to go a step further though.  I believe we are too heavily invested in the idea that “all writers are Indians and all players are not.”  Let us be fair.  Many people who write a few scenes are not doing all that much work.  Now, many distinguish themselves by doing other “Indian work” like coming to work weekend, undertaking tasks like setting up Sharepoint or maintaining the wiki, or handling other things for the group.  But writing in itself is not Indian work.  Writing is a thing to itself, its own reward. 

When is Writing “work” and when is it fun?

You can even break writing down into categories.

a)>      Creative writing – writing that someone wants to do because they have a cool idea and want to bring it alive in a scene that entertains people and gets them a pat on the back and gratification of having done something cool.

b)      Maintenance writing – writing that gets done because it must be done.  A scene written to fill two hours for four players who weren’t in anything else.  Extra characters written for cast that weren’t taken by anyone else.  “bridge” scenes that exist because the game structure or plot dictates that they must, not because someone deeply loves and cares about them.

I think that “maintenance writing” is Indian Work, and “Creative writing” is something that is its own fulfillment.  When I write scenes I can easily tell which kind of writing I am doing, and I bet most other people can to.  As good writers we try and turn our creative skills to “maintenance writing,” but this does not make it the same.  Maintenance writing is “work.”

Useless Writing

If we are honest with ourselves, most of us mentally put some writing into  another category:  “Useless writing.”  Writing that we’d just as soon not have been written.  If we don’t like comedy and think it breaks up the game, then “10 Bad French Threads,” or “Mr Tiki God” is useless writing.  If we don’t like politics and think that it’s an annoying thing that we keep getting clubbed with while trying to write cool personal plot it’s high level intrigue in Rising Sun, or the latest plans of the Emperor of New York.  If we write politics and are annoyed when players “supposed” to be heavily invested in a political plot blow it off to pursue some “stupid romance” it’s the latest love plot between Tom and Josie.   The point is that to all of us, there is writing we see as valueless because it’s not something we really want.

This makes determining what is (a) and what is (b) hard.  Bob writes the “Triffids attack Manchuria” plot.  We decide that Triffids are stupid, and Manchuria is a scene stealing thread that Bob only wrote to compete with our cool Kung-Fu China thread.  So when Bob says that his scene for game IV is (b) “work” because he “has” to write a scene in which the Triffid King confronts the players because they insisted we want to say “no it’s…(c) you supporting your own candy-ass idea”

On the other hand we all readily recognize that if nobody ran candy ass ideas Threads would have no plot.  We just all wish they’d write cool stuff like us.  Though we’re not sure what would happen to the players who don’t like the cool stuff we write.

The point is that we have to rise above personal preferences and be realistically critical. But most writing in the end is (a).  The problem is that we need more (b).  We need more writers who are not writing to advance their personal stories, but instead are picking up slack and writing to address needs of the group.  We’ll talk about this more in the “blue tracks” discussion, but it’s an important concept and I wanted to address it.

A Group Production Model – the “Free Market of Ideas”

One of the solutions to Advocacy and Championship is a Marketing Model, which I am going to call the “Free Market of Ideas.”  

Currently we have a very bad system for deciding on new ideas.  Let’s say someone has an idea that they realize is bigger than just their writing module.  A new Thread that will interact with others, or a new rule, invention, organization, group, item, etc. that will affect several other Threads.  The way this is currently handled is that they come to me (or rarely some other Continuity staffer) and make an appeal.  Wisely if I think there’s any serious debate, I usually pass it around for comments to the whole Continuity Staff and any interest writers who tend to give me their comments privately.  Then I give a “thumbs up” or “thumbs down.”

But that’s not really the way it should work. 

The Free Market of Ideas

The alternative to “centralized planning” is a free market of ideas, where any member of the group (or any member who fulfills certain basic requirements for participation) can come forward and “sell” an idea. 

The function of the leadership becomes to act as regulators in a free-market economy rather than as controllers and despots in a centralized economy

In the“free market” approach we see two elements.  “Controlled elements” and “uncontrolled elements.”

Controlled Elements

Are things that we all recognize need to be centrally managed.  Even in a complete free market, some things (police, fire, sewers, electricity, roads) need central planning and direction.  In these cases we must administer them one of three ways.  Using our “box” analogy above, controlled elements are generally things that stick “out of the box.”

Administration by Czar

In this model one person is chosen to be in charge of that element.  Everyone who needs something about it comes to that person, and they make all the decisions about it.

Administration by Committee

In this model, all questions are referred to a specific group (usually for us all the active writers, or sometimes the writers and taskholders or administrators). 

Administration by Custodian

In this model one person has “custody” of an element but does not have “ownership”.  This person does most of the day to day work on the task, but refers it “upstairs” to a Committee when there is a question that exceeds their authority.  This is probably the best model, but requires volunteers that a) have good sense in determining where their authority stops and b) requires a fairly detailed definition of when a decision does or does not need to be referred upwards.

Uncontrolled Elements

Not everything needs to be coordinated.  In our situation “module size” and “allowable locations” for scenarios might be controlled.  But the majority of what is written into a module does not need to be controlled.  There does not need to be a control on creating characters that can be expressed normally within the system or creating a place nobody will ever be able to get back to again once they have visited it.

We need to define what uncontrolled elements there are, and then stick to those descriptions, periodically reviewing them.

Marketing/standard setting – using the system and making your ideas stand out

In the marketplace of ideas, the idea that wins is the one which is coolest and most flexible.  Let’s say that Roofus proposes that all Sorcerers of any capability belong to the International Sorcerer’s Union (ISU).   Doofus on the other hand has been writing feverishly on a similar organization the International Union of Sorcerers (IUS).   After giving both ideas a once over, the general consensus of the writers is that there is no particular reason that there “can be only one” organization of Sorcerers, so they decide that is an uncontrolled element. 

Roofus

Doofus

Both writers are within their “rights.”  But in a free marketplace of ideas which organization with flourish.  Doofus is within his rights right up until he begins to complain about people “ignoring” the IUS, and favoring the ISU.  Doofus loses in the free market because his idea is unattractive and he sells it poorly.   And there is no “Continuity Staff” to force other writer’s to accept Doofus’ stupid ideas. He cannot closet his one or two friends and lean on them to make the IUS “Official” and force everyone to go through it.  This is frustrating to Doofus, but we’re okay with a system that frustrates bad writers who want to use political force to get otherwise lame ideas made “official.”

Service Models for the “Marketplace of Ideas”

There are three basic models for the free marketplace of ideas.

DIY model

The “Do it Yourself” model places a template with a set of requirements.    “Open Source Angels and Demons – OASD” http://writers.Threadsofdamocles.org/index.php?title=Angels_and_Demons  is a DIY model.  This means that the initial author does not act as a gatekeeper or traffic director, but puts out a set of instructions on how to use the element and then makes it open to everyone.  The advantage is that this can be a very good low maintenance model.  The disadvantage is that this is counterintuitive for writers who have been trained to retain “creative control” of plotlines.   In many ways the DIY model is best for Threads, but it falls down in a situation where much cross referencing or technical continuity is necessary.   A DIY model will typically have:

The DIY model can be abused.  It is not carte blanche to take an author’s idea and rip it to shreds or dramatically alter it.  And an author can make legitimate objections about use of a DIY element.  But it’s rarer and authors should be prepared to see things done in a way that is “not what they would have done.”

An author may object privately about abuses with a DIY model, but their only real recourse is to go before the group and ask for an opinion, and potentially if the other writer does not back down, ask for a vote.  In general you are going to “lose control” of the fine details of DIY.  On the other hand, if the DIY description says “the leader of the group is Grond who never loses fights and uses a silver hammer” and another writer wants Grond to be a pushover who fights with a toothpick, generally the group will back you up on it.

Very long DIY write-ups that have huge numbers of “thou shalt not” caveats are going to be turn-offs.  Accept that you are creating material for others to use and don’t be upset when they do.

Customer Service model

The “Customer Service” model offers up a set of connections, but requires input from the original author.   The Service model author sets up an element and says “tell me what you want and I will give you what you need.”   A typical service model might be “I’d like people to reference my cool NPC power faction and in return they can run stories with these two NPCs, and I will write connections to other plots for them.”

The Closed Model

The Closed model is where one Writer or a Group of Writers decides to produce an element by themselves, and does not intend to allow anyone else access to it, or access only if it meets certain criteria.  Oftentimes, because writers are very picky people, writers will act is they are presenting a Service model when they are really presenting a closed model.  Know the difference.  If the answer is “ask and I’ll think about it, and maybe I’ll say yes” it’s a closed model not a service model.

There is nothing wrong with a Closed Model.  But being up front about it saves time and effort.  You also have to be reasonable.  People will not be as enthusiastic about supporting or incorporating a closed model

A Bad Model

A Bad Model is one where an author wants to have the responsibilities of a DIY model, and the control of a service model.  That’s a bad model and seldom works well.  We do not need to make rules against it because it does not prosper in the free marketplace of ideas.  But it is frustrating, and most authors will not enjoy working with it. 

V - Action Steps

Gordon – some personal notes

Reorganizing  a LARP

I have seen several occasions in the past where individuals who created, ran or were integral in organizing a LARP attempted to hand the leadership over to others.  In every case but one this was a failure, because the original organizer was not realistic, believing either that they could simply announce elections and suddenly the LARP would run itself, or remaining tightly in control until they provoked revolt and a belief they were not sincere in their commitment to open the leadership of the group.

The existence of Continuity is a strong indicator that I have a strong commitment, shared by the other original members and organizers of the group, to an open process that includes others.  Continuity has grown and we have sought to include other members.

But that isn’t enough now, and we need to do more.

In talking about my personal commitments, I do not mean to be self-aggrandizing or imply that the other members of Continuity and other volunteers are not also working hard and doing useful things.  More people work for Threads than ever before.  But we need to be realistic – I am still the primary and often only major setup and teardown lead, all transportation, much of the props base, and the money.

My Commitments and Limitations

I think that it is important that I personally draw some lines about what I will and won’t do in the coming two or three years.  On one hand, I feel it’s vain to include personal limits in a discussion of group theory.  But the theory must have practical basis, and I do not want to raise false hopes, or end up being told that I violated my own “rules” a year down the road.

I will make every reasonable effort to cooperate with the group in being an agent for change.  I will empower and support.  As I am required to do less of the overall work, I will also work to diminish my overall authority.  It is important that as new people are brought on board and Threads becomes more autonomous, I do not remain as an autocrat who does not pull his own weight.

Using my Time

However, over the years I have had my share of abuse.  Many times up through the 1948 campaign I was faced with excited, less experienced, staff who said “we want to do X”  

I would respond “X is impractical…let’s do Y which is not quite as good but will take a lot less effort.”

They would say (not in so many words, but effectively)  “no I am just sure we can do X…you just are too lazy or don’t want to.  Or you are afraid I am a younger, better author with bold new ideas, and you are just limiting me to keep me down so people won’t see I am better than you.”

So, shamed or guilted, I would agree to do X.  Now I would like to make the moral of the story that X was a flatulent failure, but that was seldom the case.  First it is a point of honor with me, that having agreed to do something I give it a reasonably diligent effort.  And often X was a howling success.

With the slight problem that it often required dramatically more effort than Y.  So the newbie author glows and tells me how foolish I was to think that X wouldn’t work.  Never mind that instead of four hours it took forty and I worked 36 of them.

I have reached a point where I will not do this.  I do not feel obligated to win pyrrhic victories by “proving” that something is a worse method through doing it badly and wasting a huge amount of my personal time and energy.  I have been supportive enough of new writers and new techniques I do not need to “prove” that I am not jealous by handing new writers more assets, leeway, and resources than they actually warrant just to prove I’m not jealously hoarding them so I am not shown up by some new wunderkind.  In fact I feel that the fact I can no longer be “led” in this way is essential to the maturity required to make this a success.

I will try within reason to support alternate methods of doing things.  But the “rules” do not require any author, producer, or leader to sacrifice vast amounts of personal time and energy because someone else has an enthusiasm and refuses to back down, and I am not surrendering my right to choose how much time I will invest , and in what.  That does not mean others cannot make those choices.  Money in the end will likely come to a vote of the group, to the extent of the funds directly available to the game.

I will work to protect the interests of all the members of the group, and that includes my interests as Producer.  I must give a gentleman’s agreement not to use the role of VIA as a servicing agent or myself as a Producer to throw my weight around unfairly and stifle others freedom of expression.  Conversely, I cannot let fear of “looking bad” because I have that weight keep me from protecting everyone’s interests even when it upsets a specific individual.

Now that I’ve been fair and given my limits, let’s talk about what others must do if they wish to step up to the plate as Leaders.

How to Be a Leader

The first and biggest thing we must do as an action step is promote an attitude of responsibility toward leadership.  This does not mean behaving like we have poles crammed up our asses, or being “corporate” and acting like a twelve thousand dollar a year amateur entertainment is a major corporation.  We do not need pretense, or self-importance.

Commitment to the “look and feel” of our leadership style

In our ethics for writers, at http://wiki.Threadsofdamocles.org/index.php?title=Group_Writing_Ethics, we talk about the values of our writing group.

We have all seen LARP leadership that was an “oligarchy of the needy.”  Where the group functioned not for the benefit of the players but to kowtow to the egos and issues of a group of high strung “artistes“ who lead by tantrum.  Often that kind of group is built on a layer of tolerant and competent seconds-in-command who do the work.

Threads has made toughness a virtue, and intolerance for whining and special privilege a baseline.  We have a functionalist attitude that does not tolerate drama queens, or those who cannot drop their personal issues to run and play a game.  If we want Threads to continue to be an open, welcoming, community project, rather than a refuge for subscribers to every one of the geek social fallacies, we will continue to be tough on this stance, and as long as I am a central administrator of this group it is my intention that we will not be tolerant of this sort of behavior.   Inability of the staff to separate their personal needs from their roles in running the event and tolerance for high-maintenance participants is, in my opinion, the single largest cause of failures among LARP groups, period.

I want to add a few more core “overarching”  concepts that expand on what is required to be not just a good participant but a leader.

Self Restraint

Most of what we describe above embraces the concept of “Self Restraint.”  We also tend to characterize this as “not being an asshole.”  Self Restraint means figuring out in advance if we are going to piss people off, and then not doing it.  Acting like adults, not children.  

Self Policing

When we are children we often do whatever we want and count on mom or dad or a teacher to stop us if they don’t like what we are doing.   In order for Threads to be less and less run like a dictatorship, we need our Writers and Volunteers thinking of themselves as mom/dad/teacher, in the positive sense.  Not constantly correcting others, but correcting themselves.

Seeing the “Big Picture” - Acting like a Writer

The core remedy is “Acting like a Writer” because this is a prerequisite for all other remedies.   We must have a solid core of contributors working from the mature standpoint.  If all of us who wish to leave do not work to form these personal skills, we will not be very successful.

Take Ownership of Threads

This means that we think about the overall structure of the game first and our particular contributions second.    This means thinking of yourself as “the establishment” rather than thinking of yourself in an environment where you play “student” and rely on me, or the Continuity staff to play “teacher.”

This links to self-policing.  But it goes beyond that.  It requires thinking of yourself as being Threads.  Of the game as reflecting on you.  Of the Community as being yours.

Someone who sees themselves as just a lackey says “they won’t let me run the cool scene I want to at Game 3.”  Someone who takes ownership of the game says “I don’t think this scene is right for Game 3 – it requires too many resources that are going to be hard to work out in that setting, with two other important plots breaking.”

Us v. Them
How can you tell if you are putting the game first?  There is an easy test.  Is Threads “us” or “they” to you.  If you think in terms of the big picture your inner voice says things like “We’re going to have a very strong game this month.”  If you think in terms of the small picture and yourself first your inner voice tends to use terms like “they” as in “they are giving me trouble about my scene.”

Thinking about the concerns of others

When you think in terms of the “big picture” then every other writer’s concerns become yours.  You don’t think in terms of “my scene” but in terms of the overall picture.  That means that if another author needs resources or time, or is staging a lot of scenes, you balance that in your mind with what you want to do.

Thinking about What your Players Want - Understanding how to Entertain

We don’t always pander to our audience.  But we also have to consider what they want and who we are writing for.  Some players want a very aggressive challenge that pushes their roleplaying envelope.  Others want to walk over glassy plains admiring the remains of the enemies they have effortlessly slaughtered.   We don’t have to give them that, but we do have to be aware that overall the game needs to entertain most of those player extremes.  That means being supportive of material that is not what we value most.

Noblesse Oblige

This is such a huge concept and so central to us that I think it bears some citation.   It is a concept that unites us as writers, and for me goes back to the roots of my original work with Ken Brown, though I think Eric Johnson has been one of the loudest champions of the concept.  Wikipedia tells us:

According to the French Wiktionary, the Dictionnaire de l’Académie Française defines it thus:

"Noblesse oblige" is generally used to imply that with wealth, power and prestige come responsibilities….  In American English especially, the term has also been applied more broadly to those who are capable of simple acts to help another, usually one who is less fortunate.

In ethical discussion, it is sometimes used to summarize a moral economy wherein privilege must be balanced by duty towards those who lack such privilege or who cannot perform such duty.

In Le Lys dans la vallée, (1836) Balzac exhorts that a noble person performs services for others not for gain or recognition, but simply because it was the right thing to do.

Threads is, by reputation, a pre-eminent LARP campaign.  To be among its writers is an honor and a privilege.  I consider myself to be honored to work with all of the talent this campaign has assembled.  But to be a part of it also brings responsibility, and to be considered a leader or first among peers in this group carries a weight of noblesse oblige.

How does that play out in game terms?  It may mean giving resources or favors to others.  Doing extra volunteer work, going the extra mile to help someone out, backing down from a fight when all that is at stake is a minor issue.  It may mean swallowing pride on occasion.  It may mean doing extra work, cutting it short, or swallowing something we aren’t happy about.  And we expect that the guy at the top does that more than anyone else.

An Example of Responsible Writers – Proposing a Scene

Doofus  has a scene for Threads.  It’s going to really rule because it is his scene.  It’s about Mongols.  It isn’t the most important Mongol scene he has ever produced, but it’s the one he’s producing this game, and dude everything Doofus produces rocks!

Doofus gets obsessive about Mongol footwear.  Everyone knows that if you don’t have footwear right the scene is totally ruined.  He sends six e-mails to see if what is onhand is *just* right.  On the other hand he doesn’t describe Mongol costuming at all, but just enters “Mongol costumes.”  Any simpleton should already know how Mongols dress and if not they can look it up.  Jeez, staff wasting his valuable time.  He already has Mongol hats, but doesn’t mention that, because maybe there will be some extras…he needs a lot.  And if the staff is going to buy Mongol hats at great expense they ought to ask him what he has.  He’s pretty sure the staff person doing props even saw his Mongol hat at that game two years ago.

Doofus wants to simulate the Great Horde.  Everyone knows Hordes are big so he is going to need a lot of cast.  He will write a generic Mongol sheet and needs every available cast.  Twelve or fourteen at least.

Doofus will play the Great Khan himself. 

The scene needs to be in full daylight because that’s how he pictured it.  Nighttime slots, representing half the available slots are right out. 

Of course the scene is boffer.  There isn’t actually a lot of fighting but if some does break out, how are you going to simulate it without boffers.  Mongols are violent.  They may kick the player’s asses, that’s one reason he needs a lot of cast.  An ass-kicking would be cool

Doofus writes a vague and mysterious blurb for his scene that reads like an ad.  After all, people should know what to expect and he wants to be mysterious.  He doesn’t mention that it’s mostly a negotiation scene.  After all if the fighter types get violent he has endless recycling cast to kill them.

Doofus bids his scene three days late.  He doesn’t know who the staff person who has to turn the grid around is, but he told Gordon about his scene at a party and Gordon should know it’s coming.  Really it’s a pain he has to do a “bid” at all.  He’s a great author and of course it’s going to be accepted.  He is always vaguely insulted at having to bid and fill out questions.  Dude the scene rocks.

Anything in Doofus’ mind about the scene is as good as gold.  If anybody needs to know more about it, he can explain it.  If anybody in the process feels they don’t know enough about his cool scene to schedule or cast it, he will answer any questions they have. 

Doofus seldom reads e-mail.  It’s only a game, and he’s busy.

Doofus pays little attention to deadlines or the Writer’s Group.  After all, if something is important enough to come to his attention, somebody will e-mail him about it personally and nag him until he responds.

Roofus Scene

Rufus  has a scene for Threads.  It isn’t his favorite topic, but he knows that it needs to be written as a linking piece to tie the “Asian Threads” plot together.  It’s about Mongols.

Roofus realizes this is a medium value “talky” scene that mostly exists to frame an upcoming season-long conflict.  He wants decent costuming, but puts down he’ll take whatever is in stock.  Roofus realizes that the props staff may only vaguely know how Mongols dress, so includes a couple of URLs for quick reference.  He mentions that they are similar to Vikings (furs, earth tones) because he knows that there was a big Viking game in 1936, and he lists “Mongol Hat” on the props list but notes that he is providing it.  That way if it’s lost in the cast area after the scene, props can easily get it back to him.

Roofus wants to simulate the Great Horde.  Everyone knows Hordes are big, but he realizes in a talky scene they’ll have nothing to do.  He decides to start the scene with the players being show into the tent of the Great Khan.  He asks for a “loud army in camp” sound effect and boombox for outside, but notes this is just window dressing.  It would make the scene “pop” but it’s hardly a priority. 

Roofus looks over the Cast list to see who to cast as the Great Khan.  Since this was a connecting scene that is mostly maintenance writing, he isn’t casting it first.  He waits a day or two to see who is left.  He notices that Joe Blow who doesn’t get picked for lead roles very often is free.  Joe isn’t a bad roleplayer just not very imaginative.  He should do find at playing the Great Khan.   Roofus will Cast the scene as his advisor in case Joe hits any really rough questions.  Roofus does think it over carefully…if the role of the Khan were more subtle he might need to play it himself because he can’t expect a Cast member to read ten pages of political background and know all the details of the last four games.

Roofus thinks about whether the scene can be staged in light or dark and sees no reason to put a preference.  He thinks carefully through the scene to see if there is anything else he really cares about and decides that he really would like to have some snacks because hospitality is so important.  He makes a note of that on the scene bid.

Boffer cast is always short and there really won’t be much fighting.  Roofus bids the scene as “Theatrical.”  Besides bidding it as boffer might attract the wrong players…giving him mostly fighter types who will hate the scene because there is nothing to fight.   Or worse derail it, forcing a lot of SP expenditure over a pro-forma linking scene.

Roofus writes a blurb that mentions the “Asian Threads” plot by name, and focuses on the scene being talk and negotiations with some color and roleplay elements.  That should get the right players. 

Roofus bids his scene a few days before the deadline.  He doesn’t love bidding scenes, but he understands that the data is needed to make up the various grids.  He tries to balance brevity with telling staff everything they need to know, since he knows they seldom have time to ask questions of writers in e-mail when they are making up the schedule.

Roofus does a quick mental run through of the scene.  He realizes instinctively that he may be taking things about the props are staging for granted, and tries to make a quick list to make sure he’s not missing information that somebody else needs to understand the scene.  He checks for potential problems by trying to picture the scene actually being run.   If he doesn’t instinctively remember the old tables with mnemonics for the elements of scenes, he refers to them.

Roofus is busy but tries to skim at least the subject line of any writer’s group mail.  Even if he can’t get to something he tries to dash off a “read it, will respond ASAP” reply.  If someone is asking a time sensitive question he doesn’t want to stop the whole show by keeping them waiting.

Structures for Change

The Weighted Committee

A centerpiece of my vision for modernizing Threads leadership is to drop the current “Continuity” Structure and move to a Weighted Committee.

Structure

The committee would consist of everyone who worked as a writer, or volunteer on Threads. The problem with this would appear to be that not everyone is equally invested.  In many previous groups that were theoretically made up of “equals,” one opinionated or argumentative person would often hold up the works, even though in the end they were only doing a small fraction of the work of others.

In order to avoid this, we use “weighting.”  Our use of surveymonkey and data analysis makes figuring out weighted votes largely effortless 

Weighting

Everyone is weighted for every vote by function and participation. While we may quibble over the system, and may fine tune it for permanent use, this gets across the basic idea.  We have a rough idea and can work out the final weighting over the next few months.

 If you participated in the Date Survey, you have already seen a simplified version of this.  We asked everyone:

Function

Everyone has different functions in the game.  Weighting should depend  on Function.  We weighted the decision about date and location towards staff and volunteers, because we need them to run the event.  But Cast were weighted as heavily as Writers…after all…we can run with writers offsite, but not without Cast to produce scenes.  Generally we’ll weight

General behavior = one man one vote (i.e. “Will smoking be allowed in X area.”)

Logistics Issues = weighted towards Admin staff with a bow to the people who have to use any system being proposed

Plot Issues = Weighted towards Writing Staff

“Big Plot Issues” = i.e. where the game is going overall – Weighted between players and Writing Staff

Participation

Everyone has different participation levels.  We can all see that it is not fair if Wendy brought her friend George to one game last year and he got on the mailing list that he has the same vote as Bob the author who spends hundreds of hours working for Threads.   We’ll ask people to self-rate their participation levels.

Keeping Everyone Honest

So how do we keep everyone honest?  How do we keep George the delusional guy who once bid a scene that never got accepted from declaring himself a “Major Writer.”

First let’s consider that peer pressure eliminates 90% of the problems.  We keep the categories simple and unambiguous.  Then we post the poll results publicly.  If somebody rated themselves higher than seems warranted, that’s embarrassing.  Most of us won’t do that because we don’t want to look like idiots.

Let’s also bear in mind this isn’t the Threads BGA system where weighting is infinite.  One deluded person voting a 5 rather than a 3 is not going to overturn a popular decision.  Overall decisions still require broad support.

That leaves the occasional person who you get on every staff who is a flake or delusional, or simply has no shame.   Once postings are public, they can be challenged.  Rather than making the decisions, I will take responsibility for acting as Parliamentarian and being the first line of policing on the challenge.  Going to the person, asking for an explanation, passing it back, and if there is still disagreement, asking for a “show cause” statement. 

 Obviously we should handle the first steps of this in private to avoid misunderstandings, though in the end the matter could become public.  It is my belief that as painful as this may be, it is better than the alternative.  On several occasions in the past, difficult writers have wreaked a great deal of havoc in the group.  I have had to learn to put my foot down, but there needs to be a structure for making a difficult writer the problem of the entire staff.  I can act as the “hatchet man” if I have to, but someone has to review the use of the hatchet.

In the past, we have been  in a situation where the difficult writer refused to believe that anyone else found them difficult.  While many people asked me privately to “do something” few offered support in public when I did.   It is not fun to play the “bad guy” all the time and without any support. 

With increased freedom goes increased responsibility.  I am willing to be the first line of defense, but ultimately conflicts are going to have to come to the attention of the group.  It is possible that they might “tear us apart” but I doubt they will do that anymore than they would have in the past where things were resolved by Despotism.

Competitive Bids

Not every scene needs to run.  For years we have wrestled with the problem of how to get bad writers out of the writing loop without forcing catastrophic internecine fights.  The answer is reasonably clear.  Do not mandate that every scene must run. 

If a scene cannot garner enough enthusiasm that players prioritize it, then there is a strong possibility it is a scene we are better off not producing, or that should be deprecated to a run-in with minimal support.  Up until now there has been a tacit assumption that we would force a scene full of players. 

Competitive Bid Models – Intercon

The best model for Competitive Bids is Intercon.   Writers declare both a minimum and a maximum for scenes.  If a scene does not make the minimum it is dropped, and the players passed into their second choice scenes.  The one downside to this is questionable authors setting very low minimums, and players being trapped in a scene with only one bad writer and, say, one other player.  Generally this should resolve after one experience.  The player who does not enjoy this will likely not return.  Alternately, it allows for very small scenes to run if there is ardent, but limited, interest.

I will add that I think we can open the possibility of scenes with lower Max than 6-7, under some circumstances.

a)      Writers must support their popularity.  If a writer has fanned the “Mongol Horde” plot for months, he or she should not restrict the “meet the Great Khan” scene to three players.  Popular scenes should at least support the current declared average.

b)       Scenes that have a low max, need to have low resource requirements.  They should be structured to run in “random space” at the property (i.e. “in the woods” or “in a tent”) or in a hotel room at the indoor site, and should use a proportionate amount of cast.

Competitive Bid Models - Runoff

Currently we show the (projected final) tracks for scenes when we allow players to do signup, because players like to know roughly what they are getting into.  If things become dicier and competition becomes more fierce we may need to go to a Runoff system where players rate scenes without regard to track.  In that case, if we had 20 slots we’d select the scenes with the 20 highest totals and run those.  We’re conducting a trial with this for Threads: Manhattan Christmas (December 2008)

We can also try to cull the number of scenes in advance by requesting some authors that said they don’t feel strongly about the scene drop them.  On the other hand we want scenes that are good not scenes that writers say “must” be run.

Standard Interfaces

In “Pros and Cons of the Modular System,” above we talked about the lack of continuity and tracking scene to scene.  It is hard to have major continuity because few writers have the extra time to read everything in the game, laboriously send out e-mails with feelers about crossovers, and then not be too disappointed when it turns out more than half the feelers they sent out went to authors where it would not ultimately work, or the author just isn’t very supportive of the crossover.

One major step to solve that problem is to build standard interfaces for exchanging information.  This means coming up with locations, and formats where we can store information about possible plot hooks and openness to crossovers so that it can be used easily and quickly.   More than that it means coming up with elements that we “build in” to modules so they will easily connect to others.  This has been a plan for years, but we have never had the organization to master it.  Still, short of having the leisure to quit our day jobs it is the only likely way to add much continuity to the game.

Once we have begun to work like mature leaders, we can begin building and supporting Standard Interfaces.  This cannot happen without mature leadership, because only mature leaders can see the interfaces as a “benefit” (to the richness of the genre) rather than an “obligation” ( a stupid thing they have to do because somebody in charge said so). 

Let’s say all the elements of the game were boards, with a peg on one end and a hole on the other end and each side so they could connect to other boards.   Bob doesn’t bother to put holes on the sides of his boards because he only does projects that need end pieces.  Sue doesn’t glue pegs on because she is pretty sure only Bob will use her boards and he makes ones with pegs.  Tom drills oversized holes so his are stronger, which is great, but they don’t work with anyone else’s.

Now let’s say we want to build something with all those boards.  None of them work well together.  It takes ten or twelve times as long to build anything and a lot of the planning is “well we have extra boards from Sue without holes, maybe we can make it longer?”  It requires some extra time from Bob and Sue, and Tom needs to be willing to give up his personal preference for the greater good of the group.  That’s standardization. 

In the Threads world standard interfaces aren’t pegs and holes.  They are things like the Scenario Bid Form, the optional scenario interface form, and the various tracking and plot lists on the main wiki and writer’s wiki.  

None of those tools are perfect.  Many of them may be little more than flint chisels compared to the tools that we *could* have and even in some cases have envisioned.  But to begin to invest in building those tools we need to have staff squarely behind the concept.  We can’t afford to spend days building powerful and elaborate mechanisms to coordinate if people won’t use them.  Another local campaign designed a data engine which worked fairly well along these lines.  But it had poor buy in from many of the writers, and there were complaints about the design and interface. 

Before we build complex tools, we need to get buy in on the basic tools, and many people need to be involved in the process of building our second-generation coordination tools.

Writing Groups

Human beings form “associations.”  Used in this context an “association” is any group of people who tend to associate together with each other.  In a large sense Threads is an “association” but within Threads there are sub-groups and combinations. 

These are a double-edged sword.   On one hand they have the capacity to be a powerful positive.  People like to hang out together in small groups, plot, plan and have cool ideas.  Very few people really warm to the idea of doing plotting or writing in a room of 25 people.  But most get excited about sitting with three or four friends and coming up with “cool ideas.”

But associations are also the source of much we consider negative.  Cliques, power blocks, plot hoarding, “just writing for your friends” etc. are all elements of associations.  

This goes a step further to writing groups.  Clearly Threads of Damocles cannot bring its writing staff together in one place at one time.  The few times that might be workable (Intercons, games themselves) we are busy entertaining and being sociable, and do not want to have lengthy and possibly contentious meetings.   Asking the staff to travel to special meetings means three things.

a)      Those who have to drive long distances resent those who don’t.  This creates a bad atmosphere where smalltalk is considered banal “you brought us here to say something that unimportant!” and big questions are discussed with jaundice “well if you dragged us all this way, I hope you’re prepared to listen to what we have to say!”

b)      Some staff comply and make meetings.  Others don’t.  In many cases those who don’t feel “cut off” or “excluded” even if there was no overt intention.  They may feel bitter, resentful, or just as if their contribution doesn’t mean as much.

On the other hand, many of our authors don’t like to work by e-mail or in a pure e-mail environment.  Some are very sensitive to e-mail discussion, and it is hard for them to work when they can’t judge tone of comments from body language and intonation.

How do we rectify this?  On one hand, nobody wants to see small groups meeting that suddenly make a lot of plans/changes/decisions that affect everyone else.  On the other hand we don’t want to discourage Writers from meeting and working in productive small groups.

The proposal is that like the modular system, Writers Groups need definitions and boundaries.

Definitions and Boundaries for Working Writers Groups

Informal Groups
Formal Groups

“I propose that we get together at Ed’s Bar and Grill on Saturday the 19th to talk about the Great Wall of China Plot [gives the date, and location].  I think that Mindy, John, and Peter can all make it. [gives an easy overview of who is expected to be involved.]  If anyone else feels they have a vested interest in the GWOC plot, please let me know, otherwise, I think we’re better off focusing on the people who have a stake in this plot.  Our recommendations will be based on the opinions of the Writers concerned with this plot. [politely encourages gawkers and “helpful” seconds to stay away]  If anyone has a problem with this or can’t make that date, please let me know and I can set up a poll to vote on the date, or discuss your inclusion. [states that silence is deemed consent while politely allowing objection] If nobody objects, then we feel this will be the final word on the GWOC Plot. [states that this will be a “Czar” level decision]

Association and Vouching

A final element of informal writing groups is Vouching by Assocation.   As we noted above this addresses much of the issue of “information leakage.”  As a group we can generally determine who produces work well and on schedule (they run scenes repeatedly, or do other work) and who does not.  This is an important cornerstone when it comes to dealing with the issue of secrecy.

Since the only practical way to keep secrets is to “keep it under your hat” there are going to be times that authors refuse to disclose part of their plans.  Why?  Because they know that no matter what policies are enacted, or promises made, in the end if they spill things on the Writer’s List, or Wiki, they are going to be known to half a dozen “game gossips” who will circulate the information, leading to second-guessing, loss of suspense, etc. 

They may even fear that other Writers are going to “jump on them” to change details. 

The solution is vouching by Association.  Let’s say Joe says “I’d rather not discuss that on the list.”  Sue says “oh but I really think we all need to know that.”  Joe says “Well, I’ve talked to Tom and Chuck and Sarah, and they all think it’s pretty sound.”  These three people post notes upholding this position.  Presuming that this represents at least a decent handful of credible writers with some weight of experience, we choose to let the situation rest, and assume that Joe knows what he’s doing. 

It is true that someone with a “clique” can typically support their position.  A weighted vote remains an option if there is real dissent, but someone with several supporters can usually uphold their position in a group and this merely formalizes and legitimizes a dynamic which would exist in any case.   A clique of “straw men” will quickly fall to a weighted vote, and anyone with several friends is going to be able to beat off all but the most bitter challenge, so we might as well admit that and go on.    If the stakes are high, voting is an equalizer and remains an option.

SPEM and Thread Classification

I have launched the initial Socio-Political Economic and Military Sheet.  I will run this sheet as Czar through Game 3 of 2009.  By that point I hope to have trained several other people to run the sheet, and have confidence in their impartiality and move to Custodian.  By Game 1 of 2010, I expect and hope to turn management of the SPEM system over to a Committee for decisionmaking and  a Custodian for operation.

Entry of new Major Players and Powers

Currently there is some focus in the Threads Universe’s “major villains” and “major plots.”  Obviously we do not want every new scene to introduce a new major villain or plot.   At the same time we do not want authors who feel invalidated because they do not have any “big” storylines people “care” about.

Introducing “Major new Elements” is something that needs to be run onto the Writer’s List as a “if nobody objects” item.  However people in general should be supportive unless an author is showing signs of being the sort who constantly spawns new plots but never follows through on them.

Currently I’m completing the introduction of the last of a core set of NCC powers I’d conceived from Season 1, introducing Napoleonic France as a powerful low TL Force linked to the Pope.  But what if other players want to introduce NCC powers that rival India, Malaysia, and the USSR in their hemisphere?  Rising Sun was already created by players in that capacity. 

Obviously it should be possible for that to happen.  But it should also not be the case that twenty new major powers are created.  This is a situation for “bids.”  I plan to start the process by bidding the only major power I conceived of as an afterthought as a bid rather than a fiat.  From this point on I intend to introduce no new major political powers without an open bid including a description, etc. 

Creation of "A" and "B" Threads - Thread size and IP Points

Along these lines, we are going to need to improve tracking of the Creation of Threads.  I’ve already opened a new tracking sheet on the Wiki that makes it easier to enter details about them, and give writers the information they need to know to be able to work with a Thread.

I am planning to “reclassify” Threads into A/B/C/D (like any other system this one is subject to general agreement – I am not particular about the terms or specifics, just the overall need).

A – Major – this thread has a SPEM entry for purposes other than minor support of other Threads. It has important plot/destiny/weight/resources

B – Minor – this thread is not very important but may be a resource element in SPEM

C – Peripheral – this thread is theoretically around but will never get used again.  It may be arbitrarily hard to get to.

D –Inaccessible – this thread is not ever accessible again. 

Jumps and Econ Cost in Trade

We have largely been ignoring “jump distance” in terms of Econ costs.  This is problematic, because it is the thing that keeps every resource pool from being open to every other resource pool.  I am working on a simplified system of tracking jumps, but right now we need to check whether a given thread is within X jumps of a resource partner, or has a direct path.

Note that since we can be liberal about direct gate paths through maritime Threads, it is possible to have a direct path to a location that is too expensive to cost gate to.

We may also look at changes to the cost-gating system, but I want to make sure everyone understands it before we begin to tinker with changes.  The gating system was designed to protect “boxes” and if it is much tampered with they will begin to break in very unexpected ways.

Handling Allocation of Resources

Above under “Fair Division of Resources” we discussed some of the issues with Resource Division.  Now let’s look at some of the breakdown on Resources and how we handle their allocation.

Allocation of Money for “high value” projects

Currently determined by the Executive Producer.  I advocate adding a system whereby high value requests are sent to a committee roughly analogous to the current “Writer’s List” with some prioritization for activity.  The Executive Producer would retain veto power, but realistically is not going to veto anything approved by a sound majority without significant justification.

Allocation of Time/Scenes

Currently fixed, with special allocations determined by “Continuity,” including myself, on no particularly rational basis.  I want to remove “Continuity” from this equation and move special allocations to a petition/vote model in a weighted committee.

Allocation of transportation space in delivering props to site from our general storage

Currently determined by the Executive Producer.  The one area of control I am not looking to move to the group in general is properties.  However it should be possible to allow for limited public access to the Threads Storage area at my house (it can be keyed separately from the main house) and I’m willing to allow individuals who are property vetted to access that Storage Area independently so if they choose to request more props than we can reasonably handle, they can be given access.

Allocation of cast

Currently liberal and allowed on a “first come, first served” basis, with resolution by the Executive Producer.  The current system works well, and I see little reason to change it unless clashes become significantly more common.

Allocation of Admin time for maintaining supplementary systems (SPEM, etc.)

No real system.  To the extent this is administered at all I administer it.  One serious concern for us is to be careful about the emergence of ad-hoc structures that ride on one person’s back.  If the reason that the Candy Economics system works is only that Linda does 40+ hours of extra work between games maintaining it…that system is at risk if Linda leaves or her priorities change.   We want to allow individual entrepreneurship in building systems and frameworks.  I think that this is something that should be discussed on list, and ultimately decided by a weighted committee.

Major Admin Tasks

Some tasks are too large for an individual to wildcat, or have to be shared by everyone.   We do not want to spend the next five years tied to a bad web utility because Bob wrote it and insisted we use it and because we didn’t want to disappoint Bob we said yes.  We do not want to be in the position of having fights over major Admin Tasks.  I am proposing a “bid and describe” principle where someone wanting to assume ownership of a new system must do these three things.

Establish there is any demand for the current system to change.  The fact that Joe can envision a vast new system for tracking Plots does not mean anyone actually wants such a system

Propose what they intend to do, how they intend to do it, and roughly how long it will take

Based on that the group can come to one of three conclusions

·         We definitely want to do this and will commit to using it

·         We have reservations.  If you choose to go ahead and it looks good we’ll accept it, but we aren’t making any promises and won’t be disappointed if you don’t choose to undertake that much work without any promise of acceptance.

·         We don’t think this is a good idea.  If you develop it, we are not going to feel obligated to accept it.  This may be especially true in one of those systems where Bob wants to improve this or that utility largely because he doesn’t like the utility Joe has.

Note the lack of an option to say “We definitely want this and want you to do the work, but we won’t commit to using it.”  We must give the volunteer a sense of how likely it is…we cannot ask people to do hours of work so we can sit like epicurean cats and say “mmm…no…I don’t think I like that….”

Eminent Domain

Some writers control large “wells” of game material – areas, ideas, or subjects they annexed early on – but aren’t well trained in how to let go of them and give other players access.   They are deemed to be Czars in these matters.  In some cases that may be a good idea.  In other cases, they may need to become custodians, or possibly even let go of the matter altogether.

As writers we will want to approach this with respect but insistence.  “I wanna do this instead of Joe” is not a good reason to dislodge something from Joe’s box.   But “Joe is unresponsive and has all this plot material locked up” is a good reason. 

The Group has the right to control anything, even if it someone’s Czarship.  But if we do this unpredictably or without good cause we will be seen as capricious and nobody will volunteer to work with us. 

The procedure for exercising “Eminent Domain” is

a)      Somebody or some group raises a complaint

b)      I will approach the person whose Domain is being questioned and get their feelings or comments

c)       We will open a moderated discussion on the issue

d)      If a quorum of parties feels the issue needs a vote at that point we will hold one

Living by Our Deals

It may be that we broker some specific deals in moving to the new structure to “grandfather” certain elements for limited or unlimited periods of time.    It is not enough for the majority of writers to favor new plans for leadership.  The majority of the original Continuity Staff must agree to them.  They are still “in charge.”  It is my belief that in some cases in order to protect ongoing plans and material it will be expedient to grandfather certain areas for certain periods of time.  When this plan is moved forward I will present a clear accounting of those times.

As writers and people of honor we have to live by the deals we make on all sides.  If we don’t honor and respect each other, who can we expect to respect us.

Housekeeping Elements

Housekeeping elements are those things that we are typically already doing, or simply need to track and keep better.  Some are integral to Writer Responsibilities, others are simply ongoing systems which we must maintain or improve.

Size of scenes/Length of Scenes

Typically the size of scenes has been set by dividing our player base into the amount of available space, or pushing for scenes of around 7.  Our standard slot is two hours.  We could allow larger or smaller scenes, or longer scenes, while understanding that…

A)     Larger scenes mean that there are fewer players available.  This means either fewer players available for other tracks, or to keep tracks at a plausible size, we run fewer tracks, meaning fewer slots.  Either way, larger tracks demand more of something.

B)      Smaller scenes demand some resources.  Smaller scenes that require less cast and run in smaller space (hotel room, a random area of outdoors) are more of a positive.  Smaller scenes that require either higher levels of cast or prep, or run in major areas (Upper Barn, Gatehouse, Presidential Room), are more of a negative.

C)      Longer (four hour) scenes simply mean less slots other Writers can bid.  In addition they create a logistical problem unique to themselves.  The same characters follow through two scenes. This means they are unavailable to other authors either as players or swing cast, for two full scenes.  Often they also wrap up cast, sometimes very coveted cast, for two full scenes. This can create a real logistical issue when scheduling.  Obviously scenes that are both long, and have a requirement for a number of specific players or cast, are exceptionally problematic.

D)     In an ideal world, we would match Large Scene Bids with Small Scene bids.  Remember though that each scene has a dozen other criteria.  We don’t want to run Airsoft v. Airsoft, light requirements, space, cast, author etc.  Adding one more stressor, particularly one where a scene can only be run in one other slot (large scene MUST go against small scene) is a big limitation.  It is also an extra planning headache for our Admin staff which must make all the square pegs fit in the round holes to schedule the game.

As we move to an “Intercon” model for bids, we need to be aware of the issue of fairness.  It is possible for an author to put forward the statement that “my bids will always fill to 14 because my scenes are popular.”  This author may not care if they are taking up resources or limiting the chances of a new author to have time and audience for scenes.  But in the long run the question becomes “Can this writer produce the whole game themselves?”  If not then they have to remember that the structure exists to encourage new writers, and if they want there to be new writers they must limit themselves.

This is not to say we cannot allow for some oversize or undersize scenes, or longer scenes.  But we need to consider strongly that opening the Pandora’s Box of allowing this is going to cause many writers to desire it.  The first thing novice writers who do not have the discipline to write to two hours say is “That’s not long enough,” quickly followed by “I need more cast.” We must be very careful or we will have numerous novice bids for longer slots by writers who are simply producing inefficiently in four hours what they could produce crisply in two.  And that erodes resources that we all need and want.

That said, I think the Writer’s group a whole can decide whether or not overlength, or oversize scenes are going to be allowed.  We just need to all understand we live with the consequences.

Magic/Tech items, Granting abilities

Even though we have a very modular rules system, ultimately we need to be able to give people items or abilities that work outside our scenes.  These are profound connectors, since everything of this sort that enters the game should have the ability to affect every other scene.

Obviously in an emergency we can “just say no” to another Writer’s item or ability.  But let’s face it.  That’s sloppy and poor continuity. 

Instead, we need to be very careful about tracking these abilities and setting limits on what Writers can give out in scenes or as BGA results, without asking on list.  We may even need Item Custodians that watch these systems, and report to the group if there is a problem.

Modular Rules

I think the most successful implementation we already have of the Free Marketplace of Ideas is the rules system.  If I had told people two years ago that Threads would be running fine under no particular rules system, hardly ever honor it’s theoretical “Primary” rules system (strict RTLB) in actual combat and action scenes, and have developed eight or nine other rules systems…and that frankly nobody much would care other than authors who are generally happy about it because it means they can do their own thing…people would have lynched me.  But it’s true.

I’ve said Threads will have a new rules system.   What I really mean by that is that I intend to begin using a new Rules System for my scenes, and believe that in a fairly short period of time most other Writers will choose to use it as a default rather than Loose RTLB, which is the current most popular choice.

Other Physical Rules

One thing we will have to police ourselves on as writers in a freer environment is BGAs or settings that break physical rules.  I think one thing which would help this is “go to” people for issues like resources and trade.  Currently we tend to play “fast and loose” over  Boundaries and Barriers of all kinds between Threads.  We need to be more consistent as we construct storylines and if the barriers prevent good storylines we need to brainstorm options that allow good storylines without opening “Pandora’s Box.”  It is my belief that most any good storyline can be supported with a little foresight and planning.

Secrecy

One element that we have to deal with is secrecy.  Some plot elements are best kept secret, but our mechanisms do not support that well.  If writers wish to keep material secret, we can’t really stop them, but we can insist on a few things:

a)      They meet the standards for information getting to Cast, and not act routinely to subvert the standard mechanisms (i.e. e-mailing sheets to cast specially when other Staff don’t have time, training cast not to look at Sharepoint)

b)      They don’t create roadblocks and problems that slow up the system.  It is fine to say “this element that is closed anyway is secret.”  It is not okay to say “the secret in this box affects many connections, and I cannot say what they all are…if you happen to hit one, I will complain, but I am not listing them anywhere.”

So a plot can be listed as “Secret” but must still have a description.  For example I have listed the outcome of various ENY politics plots as “Secret” but I have also posted to Writers describing what does and does not need to be run by me.

The "shall not" rules

One simple tool that we need is a good list of the “thou shalt nots.”  Things that no Writer may do before asking on list.  This would go a long way towards setting clear rules for what is “in the box” and “outside the box.”  Rules may be limitations, but they are also permission.

Writer Profile

I’m constructing a place on the Wiki for detailed Writer Profiles.  As we become more “free agents” we need to be able to let people see what it is that we are about.  Do we like to work as part of a group or prefer to work alone?  What stories are special to us?  What do we like to support.  Do we like to communicate by IM or e-mail.

Voting and Changes

I am proposing the following schedule for voting on this proposal:

a)      Discussion and Debate – through Manhattan Christmas.  At the end of this period I’ll note issues that I think needed to be addressed in changing the plan.

b)      Straw Poll – this is a poll among the Writers and players showing general support.  It will run after Manhattan Christmas, through the game review.

c)       Continuity Negotiations – if the Straw Poll indicates support, I will begin working with the Continuity Staff to work out hurdles to implementation

d)      Continuity Vote – if there is not Acclamation, Continuity will vote on the plan

Note that a further vote isn’t necessary.  The plan will be in place and allows for modification by a weighted vote of the staff.