A few guiding principles
- Roleplay-First — prioritize the integrity of the story & experience over clicks & policies
- Laissez-faire, find a middle ground between mechanics-oriented anything-goes and bureaucracy hell—give players the power to do what the RP calls for and find ways to eliminate paperwork
- Eliminate hyperfriction — ‘the tendency for systems requiring human judgement calls to incide toxicity’
- Cut roleplay red-tape, reduce the tendency for systems to require players to be vetted before they can engage in RP, or otherwise mandating staff involvement
- Community safety — promote a culture of respect, empathy, and understanding, where all players are safe to engage in the game and the community, free from harassment, discrimination, and harm
- Accessible — open LotC to the newbies, give players who desire it time and space to incubate with light-rp, mine/build, & gradually integrate into the community. This ideally means no heavy-handed & confusing ruleset
- Stop punishing the average chad LotC enjoyer or scrambling to appease old power — & in this way counter low retention rate
- Mechanics should BRING roleplay TO the Minecraft experience, rather than constrain roleplay to make mechanics possible, nor to reinforce tendency to handle matters OOCly
- With regards to combat-styles — ideally in an RP-focused context you should pursue a D&D-style system guided via plugins to inform player combat and eliminate a) arguing, b) stalling, and c) power-gaming
Principles in practice
The Mission Rating serves as guidance for initiatives.
- Example of the new War system’s Mission Rating.