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    As a PLAYER, how many staff would be ideal in a game?

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    • MisterBoringM
      MisterBoring
      last edited by

      Additionally, what staff roles should always be given their own staffer or groups of staffers? What are some positions that games tend to overload on?

      Proud Member of the Pro-Mummy Alliance

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      • M
        mietze @MisterBoring
        last edited by

        @MisterBoring this is so indivdual I’m not sure I can even answer really.

        I do think that at some point either in numbers or personality too many staff can lead to even more dropped balls than when there’s just 1 or 2, like how easy it is for people to drown in a crowd because everyone thinks that other people are watching out.

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        • T
          Testament
          last edited by

          ea39b6fc-3808-4271-bef4-b15436fe5fb2-image.png

          When everyone is staff, no one will be.

          syndrome

          I don't know what I'm doing. Poke at Seven Nations sevennations.aresmush.com port 2021

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          • SpaceKhomeiniS
            SpaceKhomeini
            last edited by

            Yeah I don’t know if a simple integer can answer this question as staffers can just get resentful and burned out real fast.

            You could have 6 active staff and three of them have the morale of angry goblins.

            Then you basically have 6 angry goblins.

            I woke up feeling so good, I think I’d better call in sick/ I need a personal trainer to help me hold my drink
            I plan to be spontaneous next time we meet/I’m putting off procrastinating until next week
            I’ll get onto it when I give a shit

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            • RozR
              Roz
              last edited by

              I tend to think of this in ratio terms. Like how many staffers per number of players.

              she/her | playlist

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              • juniperskyJ
                junipersky Administrators
                last edited by

                I needed ranges on this one. 3 minimum, with decision making powers equal. 6 max or things never get done.

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                • GashlycrumbG
                  Gashlycrumb
                  last edited by Gashlycrumb

                  Some sort of funtion of work-hours put in per staffer and hours of work generated per active player. Having as few as you can is desirable. Needing them to regularly do long ‘overtime’ sessions to clear backlogs is not.

                  A work-flow helps.

                  "This is Liberty Hall; you can spit on the mat and call the cat a bastard!"
                  – A. Bertram Chandler

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                  • JennkrystJ
                    Jennkryst
                    last edited by

                    I want more staff than players, so when the player nagging inevitably burns someone out, there are plenty of replacements available until the burn-out fully recuperates.

                    Mummy Pun? MUMMY PUN!
                    She/her

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                    • WuffW
                      Wuff @Jennkryst
                      last edited by

                      @Jennkryst said in As a PLAYER, how many staff would be ideal in a game?:

                      I want more staff than players, so when the player nagging inevitably burns someone out, there are plenty of replacements available until the burn-out fully recuperates.

                      another timmy

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                      • PavelP
                        Pavel
                        last edited by

                        This is definitely a ratio question rather than hard numbers. Ideally I’d like something like one staff member for every twenty-ish players. But that doesn’t take into account code staff, build staff, or any other specialties I can’t think of.

                        As far as organisation goes, I’m of two minds:

                        1. I’ve got a primarily WoD-based background, and having staff (and players) split off into semi-independent spheres (Vampire, Werewolf, Changeling, etc.) certainly seems to work, and it’s my preference on games where there are multiple factions of players that intersect but also have their own things going on.

                        However,

                        1. There’s something to be said for having a centralised, cohesive staff unit capable of dealing with any player regardless of affiliation, especially on games where the factions are less well-defined or seldom have their own unique things going on.

                        All that said, it’s not a purely numbers or organisational game. As far as I, as a player, am concerned, so long as the staff is efficacious in their work, able to take breaks without the whole thing crumbling down, and capable of operating within a prescribed ethical framework I don’t care how many there are or how they’re organised.

                        He/Him. Opinions and views are solely my own unless specifically stated otherwise.
                        BE AN ADULT

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                        • PolkP
                          Polk @Jennkryst
                          last edited by Polk

                          @Jennkryst said in As a PLAYER, how many staff would be ideal in a game?:

                          I want more staff than players, so when the player nagging inevitably burns someone out, there are plenty of replacements available until the burn-out fully recuperates.

                          I now know I want staffers who are allowed to have player bits, so it’s not like pulling teeth to recruit new staffers when breaks happen.

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