Players, clans and GMs

Clans are a big part of the game. Please post clan-related subjects here!

Moderator: Game Administrators

Post Reply
User avatar
Leone
Posts: 3129
Joined: Wed Aug 28, 2013 12:00 am
Location: Ashdown Village

Players, clans and GMs

Post by Leone » Fri Sep 20, 2019 1:51 am

Every GM was and is a player. Every GM I can think of has been in a clan.

Every future GM will be the same, dependent upon their game conduct.

Here is a conundrum. How can a GM be neutral when they used to be in a clan?

Very difficult to reconcile, but let's consider the opposite.

How can FT survive without GMs?

The answer is that it can't.

Another question: how can a player become a GM if they haven't experienced being in a clan?

My answer: they could, but would they know how to consider and police that side of the game? Probably not.

My assessment is that GMs need to have experienced being in a clan. Whatever side, I don't care.

So, where are we now? Let's stop for a day or two and think. I don't want ft to implode. I know you lot don't either or you wouldn't keep logging on.

FT is polarised at the minute. Let's try and look beyond that please.
User avatar
ryaca_
Posts: 923
Joined: Sun Feb 10, 2019 4:32 am

Re: Players, clans and GMs

Post by ryaca_ » Fri Sep 20, 2019 2:44 am

I know that with thinking like this, FT will survive.

FT will live on.
User avatar
LostKnight
Posts: 5013
Joined: Sat Sep 09, 2017 8:02 pm
Location: Rockheim nord i Steinheim nær Kedington

Re: Players, clans and GMs

Post by LostKnight » Sat Sep 21, 2019 10:09 pm

Leone wrote:
Fri Sep 20, 2019 1:51 am
Every GM was and is a player. Every GM I can think of has been in a clan.

Every future GM will be the same, dependent upon their game conduct.

Here is a conundrum. How can a GM be neutral when they used to be in a clan?

Very difficult to reconcile, but let's consider the opposite.

How can FT survive without GMs?

The answer is that it can't.

Another question: how can a player become a GM if they haven't experienced being in a clan?

My answer: they could, but would they know how to consider and police that side of the game? Probably not.

My assessment is that GMs need to have experienced being in a clan. Whatever side, I don't care.


So, where are we now? Let's stop for a day or two and think. I don't want ft to implode. I know you lot don't either or you wouldn't keep logging on.

FT is polarised at the minute. Let's try and look beyond that please.
yellow italics mine and that's an excellent train of thought.
To be an effective GM concerning clan problems, one should have the experience of living/playing through it.

YUP, gets my vote!
The sun will never set if you keep walking towards it. - my son
Post Reply