FYI this thread is just to spark discussion. I understand my opinion is a bit extreme lol.
Not really, thank you for sharing it! It's always good to have open discussion in the community, and you don't have to feel bad about sparking it.
I've been around the block with HL2RP, and at the end of the day, you have to realize that there is a multitude of different player groups, and what they come to HL2RP for is radically different from one another. In this context, I think it's important to differentiate between two of the (many!) major groups of players who tend to seek out HL2RP.
The storytellers, and the power-players.
Storytellers are the players who play HL2RP to create characters primarily to tell stories, as a form of cooperative storytelling and acting, developing relationships and building up a cohesive story between multiple characters. These kinds of players tend to have attachments to their characters, but also understand that losing, failure, and fighting against the odds is one of the primary driving forces of HL2RP character development, and tend to "go along" with the story that these failures bring, even if it puts their characters in a worse place. These players tend to be attracted to factions that allow them to tell stories and share them with other players with the most ease, such as citizens, CWU, and City Administration.
Power-players are the players who play HL2RP to earn achievements of some kind, whether that be in the form of scripts, ranks (IC or OOC!), or general 'prestige' in the community. These players are the ones who want to 'win' in one form or another
, and to use the medium to gain that position over other players. These players thrive off having 'goals' set out for them, whether self-set or given by the system itself. These players tend to be attracted to factions that have clear-cut goals and methods, like the Loyalists, MPF, and the classic 'scriptwhore rebel'.
Does it mean that these types of players
never cross over? Will a storyteller
never play an MPF character to tell a story, or will a power-player never sit down and have a long conversation in character? Of course not! However, it's important to understand that the
core of what makes HL2RP enjoyable to these two different groups,
is fundamentally different.
I think that at the root of the question of "how should you play as a Civil Protection unit?", these two groups are what makes it so hard to answer. These two groups are essentially at each other's throats in an ever-escalating arms race between one another because
the core of HL2RP reward systems relies on player conflict. In the eyes of power-players, the way to 'progress' throughout the various systems of HL2RP is through conflict, whether that be MPF units wanting to do successful sweeps and take out citizens for the sake of being considered for promotions, citizens wanting to gank MPF officers to get the tokens and scripts needed to gain more power and influence, or even loyalists reporting information for loyalty points.
And to do those things, you need to "win" against other players.
Now, are those things
inherently bad? I personally don't think so, HL2RP
is a setting rife with conflict, violence, and confrontation between those who have accepted the new status-quo of colonial oppression and fascism, and those who work against it. Having players motivated to start conflict is a great thing to keep the server active, and to promote character development from the fallout. The issue comes when
WINNING that conflict is the key to progress, because the players who get their fun primarily from gaining that progress, will not want to lose it.
In response, the storytellers have two options to choose from. They can simply accept the power-players who want to win every conflict and allow them to do so. However, most people can tell you a story of constantly losing, with no real chance of positive progress, isn't one that's easy to be interested in, especially when it's combined with the risk of losing characters in ways that can feel unfair. So the second option is more common.
Fight and argue, using the same methods of P2Wing power-players use. This is where most servers end up, and I'm sure by now everyone has either been or been part of the horrible drama that this can bring.
We need to acknowledge that we're not dealing with a problem with just "shitty players" (though those tend to exasperate these issues!), but a systematic problem with how HL2RP's progress is structured to reward people who win conflicts and punish those who lose them, and how that puts the different groups of people who enjoy HL2RP at OOC conflict with one another. Rules, restrictions, and mounds of text about what-to-do and what-not-to-do don't matter in the end if we fail to address that division of
what people actually want out of this world.
The two easiest solutions I can think of to solve this would be making consequences of losing be minuscule enough that people don't feel the need to reactively power-game at the risk of losing their own progress (something that a good chunk of the HL2RP player base doesn't enjoy, as it can strip away the risk and fear of the setting),
or to entirely restructure how the goals power-players seek out are awarded, to make those goals focus on creating interesting characters and stories (something that is hard to measure, takes a long time to implement, and relies on other players who could be biased). I'd talk more about other ways that this could be potentially remedied, but I fear I've already talked
way too much here, and it'd be better fitting for a separate post entirely!