- Location
- Potato land
To add my three cents to the plan meta-discussion.
The main problem with having shorter plans, is that as you pass certain thresholds, they simply become suboptimal. Not just because they'll award less XP, which is something we can change, but they'll lead to worse outcomes. And this isn't a question of QMs interpreting them unfavourably. Let me give an example:
After entering the second event marsh, we voted to "Build a fort". As it turns out, the concept of a fort was of limited usefulness in that situation unless executed in a fairly specific way. So the QM writing the update had to either have Hazou decide that the fort would be useless, and not do it; or have the fort built in some manner, which may not be optimal or what the players imagined when voting for the plan. @eaglejarl decided on the latter, which led to some dissatisfaction when an enemy group exploited it effectively. I don't at all consider that to be his failure, but rather that of the playerbase.
Ultimately, execution details are what good planning is made of. Not necessarily because said details need to exist in the plan itself, but because they need to inform the broader points. If you want to "Build a fort", you need to think about the implementation. What is the fort for? How does it accomplish its goals? Does it have any weaknesses? Can we counteract them somehow? This means that while having shorter plans may make them easier to read and improve voter turnout, it won't necessarily make them easier to write. Not as long as we like winning.
That said, maybe there is a good limit. Tomorrow I'm going to conduct an experiment to edit down the current winning plan to certain word counts, see how much important information is lost at each threshold.
The main problem with having shorter plans, is that as you pass certain thresholds, they simply become suboptimal. Not just because they'll award less XP, which is something we can change, but they'll lead to worse outcomes. And this isn't a question of QMs interpreting them unfavourably. Let me give an example:
After entering the second event marsh, we voted to "Build a fort". As it turns out, the concept of a fort was of limited usefulness in that situation unless executed in a fairly specific way. So the QM writing the update had to either have Hazou decide that the fort would be useless, and not do it; or have the fort built in some manner, which may not be optimal or what the players imagined when voting for the plan. @eaglejarl decided on the latter, which led to some dissatisfaction when an enemy group exploited it effectively. I don't at all consider that to be his failure, but rather that of the playerbase.
Ultimately, execution details are what good planning is made of. Not necessarily because said details need to exist in the plan itself, but because they need to inform the broader points. If you want to "Build a fort", you need to think about the implementation. What is the fort for? How does it accomplish its goals? Does it have any weaknesses? Can we counteract them somehow? This means that while having shorter plans may make them easier to read and improve voter turnout, it won't necessarily make them easier to write. Not as long as we like winning.
That said, maybe there is a good limit. Tomorrow I'm going to conduct an experiment to edit down the current winning plan to certain word counts, see how much important information is lost at each threshold.
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