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ROIAF Annual Survey - Part 2

Completed Responses
53
Partial Responses
0
Survey Visits
143
Q1
How often/ much should the admin team use the IC world to provide responses to player actions? These can be both positive and negative. For instance, a player character might win a tourney and have his name on the lips of women everywhere, or they might win a battle and be seen as the city's protector. At the same time, someone seen as a kinslayer or a traitor might be reviled by the NPC populace.

NPC responses could range from rumors to a loss of loyalty to graffiti to riots, depending on the issue and severity of the response. Issues with universally reviled actions like kinslaying could incur greater and longer lasting responses.
  • Answered: 53
  • Skipped: 0
  Response Percent Response Count
[1] None. Only player responses should matter. Let them decide how NPCS are responding to their actions.
3.77% 2
[2] Slight. Sometimes hint that IC actions have caused any response in the NPC community at large, but never allow it to be more than a comment in a notice.
18.87% 10
[3] Some. The NPC populace should reflect a city and/or realm fascinated with its nobles, who are the rock stars of the time and control their fates in many ways.
7.55% 4
[4] Some, but the NPC populace should always share opinions both positive and negative in equal shares, regardless of the issue.
1.89% 1
[5] Some, but the NPC populace should always have opinions both positive and negative, though they'd trend more to the canon point of view than the unusual.
22.64% 12
[6] Some, but the NPC populace should always have opinions both positive and negative, but the percentage positive and negative should be determined by a dice roll.
9.43% 5
[7] NPCs should always respond to any IC event or actions that would effect them, as it makes the world richer.
35.85% 19
  
Range Less Frequent More Frequent Mean Median Standard Deviation Variance
From To Frequency Value Frequency Value
None. Only player responses should matter. Let them decide how NPCS are responding to their actions. NPCs should always respond to any IC event or actions that would effect them, as it makes the world richer. 1 Some, but the NPC populace should always share opinions both positive and negative in equal shares, regardless of the issue. 19 NPCs should always respond to any IC event or actions that would effect them, as it makes the world richer. 4.92 5 2.06 4.22
Q2
To preserve transparency and fairness,if NPC reactions are being implemented - when the NPC populace has a reaction, the staff should keep a running log of general reasoning for large scale responses (of things that are not secret-breaking).
  • Answered: 53
  • Skipped: 0
  Response Percent Response Count
[1] Yes. I'd like to know what the staff is basing a decision on.
73.58% 39
[2] No. Just leave it all IC. Questions can be directed to an admin.
26.42% 14
  
Range Less Frequent More Frequent Mean Median Standard Deviation Variance
From To Frequency Value Frequency Value
Yes. I'd like to know what the staff is basing a decision on. No. Just leave it all IC. Questions can be directed to an admin. 14 No. Just leave it all IC. Questions can be directed to an admin. 39 Yes. I'd like to know what the staff is basing a decision on. 1.26 1 0.45 0.2
Q3
Should player characters be allowed to use "Skilled NPC Commanders" in their place in WBS? If so, how skilled should they be?
  • Answered: 51
  • Skipped: 2
  Response Percent Response Count
[1] Yes. Skilled NPC Commanders should have stats the same as normal NPCs.
9.8% 5
[2] Yes. Skilled NPC Commanders should have stats 10% better than normal NPCs.
29.41% 15
[3] Yes. Skilled NPC Commanders should have the same stats as the PCs that use them. If they are representing a woman, they should have the same modifiers that the player has.
5.88% 3
[4] Yes. Skilled NPC Commanders should have the same stats as the PCs that use them. If they are representing a woman, they should have the same modifiers that a male player has.
19.61% 10
[5] Skilled NPC Commanders shouldn't be an option in WBS. Players should take the risk of combat on themselves.
35.29% 18
  
Range Less Frequent More Frequent Mean Median Standard Deviation Variance
From To Frequency Value Frequency Value
Yes. Skilled NPC Commanders should have stats the same as normal NPCs. Skilled NPC Commanders shouldn't be an option in WBS. Players should take the risk of combat on themselves. 3 Yes. Skilled NPC Commanders should have the same stats as the PCs that use them. If they are representing a woman, they should have the same modifiers that the player has. 18 Skilled NPC Commanders shouldn't be an option in WBS. Players should take the risk of combat on themselves. 3.41 4 1.47 2.17
Q4
If Skilled NPC Commanders are allowed and the player commanding troops is a woman, should the Skilled NPC Commander have completely matching stats or the stats of a man?
  • Answered: 51
  • Skipped: 2
  Response Percent Response Count
[1] If Skilled NPC Commanders are allowed, the stats should have the same percentage disadvantage as the character it represents or it rewards the character for avoiding risk.
43.14% 22
[2] The Skilled NPC Commander should have a man's stats if he is a man. It doesn't matter what the character he represents is and evens the playing field between men and women.
56.86% 29
  
Range Less Frequent More Frequent Mean Median Standard Deviation Variance
From To Frequency Value Frequency Value
If Skilled NPC Commanders are allowed, the stats should have the same percentage disadvantage as the character it represents or it rewards the character for avoiding risk. The Skilled NPC Commander should have a man's stats if he is a man. It doesn't matter what the character he represents is and evens the playing field between men and women. 22 If Skilled NPC Commanders are allowed, the stats should have the same percentage disadvantage as the character it represents or it rewards the character for avoiding risk. 29 The Skilled NPC Commander should have a man's stats if he is a man. It doesn't matter what the character he represents is and evens the playing field between men and women. 1.57 2 0.5 0.25
Q5
How much influence should ROIAF Admins have on the progress of the sim story and plot?

Examples of admin influenced story can range from simple things like the weather to more intricate plots like famine or natural disasters or foreign powers coming to interact.
  • Answered: 53
  • Skipped: 0
  Response Percent Response Count
[1] None. Only in character actions should change the sim story.
0.0% 0
[2] Minimal. In character actions should mostly drive the story, but sometimes it needs a little boost.
16.98% 9
[3] Moderate. Admins shouldn't change things that happen because of in character actions, but they should add story whenever things become a dry or stagnant.
45.28% 24
[4] Strong. Admins should keep a storyline going at all times and fold IC actions and character requests into it.
33.96% 18
[5] Very strong. The story should be in admin hands. Players shouldn't be worrying about anything but the in character world around them.
3.77% 2
  
Range Less Frequent More Frequent Mean Median Standard Deviation Variance
From To Frequency Value Frequency Value
Minimal. In character actions should mostly drive the story, but sometimes it needs a little boost. Very strong. The story should be in admin hands. Players shouldn't be worrying about anything but the in character world around them. 2 Very strong. The story should be in admin hands. Players shouldn't be worrying about anything but the in character world around them. 24 Moderate. Admins shouldn't change things that happen because of in character actions, but they should add story whenever things become a dry or stagnant. 3.25 3 0.78 0.61
Q6
Based on player requests, we have added a player based Story Team which will cycle every few months. As with admins, they won't be able to interfere with or change their own character story. What should the extent of their duties be?
  • Answered: 53
  • Skipped: 0
  Response Percent Response Count
[1] The player based story team should work with OOC leads on mini plots and as extra NPCs when needed for events and that's it.
15.09% 8
[2] Everything above, and the player based story team should propose ideas for sim wide events like festivals/merchant caravans/etc and help with NPCs for them.
16.98% 9
[3] Everything above and the player based story team should come up with neutral NPC stories related to the current sim events and work with the admin story team to implement them.
16.98% 9
[4] Everything above and the player based story team should come up with other stories and work with the admin story team to implement them.
22.64% 12
[5] Everything above and unrelated stories in a "gamemaster" fashion. For instance, plots with foreigners in the city, murderers killing people, etc. The admin team would moderate.
11.32% 6
[6] Everything above and unrelated stories in a "gamemaster" fashion. For instance, plots dealing with foreigners in the city, murderers killing people, etc. The admin team would assist.
13.21% 7
[7] None of the above.
3.77% 2
  
Range Less Frequent More Frequent Mean Median Standard Deviation Variance
From To Frequency Value Frequency Value
The player based story team should work with OOC leads on mini plots and as extra NPCs when needed for events and that's it. None of the above. 2 None of the above. 12 Everything above and the player based story team should come up with other stories and work with the admin story team to implement them. 3.53 4 1.74 3.02
Q7
The WBS system can be confusing for some and often takes a long while to play out confrontations. What is your preference for WBS going forward?
  • Answered: 52
  • Skipped: 1
  Response Percent Response Count
[1] Leave it as is. Its perfectly fine.
3.85% 2
[2] Leave the mechanics as they are, but give us better documentation and/or classes.
11.54% 6
[3] Simplify the mechanics. I don't want to have to know about armies and ships. Just give me simple dice rolls.
5.77% 3
[4] Simplify the mechanics a bit, but keep in place things like armies and ships. Make it easier and faster with better documentation.
19.23% 10
[5] Medieval war is intricate. I want to have more options and more variables. Yes, document and give us classes, but make WBS more robust. I don't care if it takes as long or longer to play things out.
15.38% 8
[6] Medieval war is intricate. I want to have more options and more variables. Yes, document and give us classes, but make WBS more robust. I still want encounters to go faster.
15.38% 8
[7] I don't participate in WBS.
28.85% 15
  
Range Less Frequent More Frequent Mean Median Standard Deviation Variance
From To Frequency Value Frequency Value
Leave it as is. Its perfectly fine. I don't participate in WBS. 2 Leave it as is. Its perfectly fine. 15 I don't participate in WBS. 4.92 5 1.86 3.44
Q8
Should ROIAF allow magical items on sim? If so, who should have them?
  • Answered: 53
  • Skipped: 0
  Response Percent Response Count
[1] No. Westeros is a low-magic world. I don't want to see any.
24.53% 13
[2] Yes, but artifacts only (intriguing items and things of Valyrian metal). They should always be in the hands of NPCs.
3.77% 2
[3] Yes, but artifacts only (intriguing items and things of Valyrian metal). They should be something rarely available as prizes in IC events or through roleplay approved by the story team.
32.08% 17
[4] Yes, but artifacts only (intriguing items and things of Valyrian metal). . They should be something sometimes available as prizes in IC events or through roleplay approved by the story team.
18.87% 10
[5] Allow for occasional items that may give a one time magical effect. Have them given out after randomly choosing a recipient.
3.77% 2
[6] Allow for occasional items that may give a one time magical effect. Have them given out after a recipient requests them through the story team.
5.66% 3
[7] Allow for occasional items that may give a constant magical effect or effect on demand. Have them given out after randomly choosing a recipient.
3.77% 2
[8] Allow for occasional items that may give a constant magical effect or effect on demand. Have them given out after a recipient requests them through the story team.
3.77% 2
[9] Allow anyone who wants a low powered magical item to have one if they apply for it on the web site.
3.77% 2
[10] Allow anyone who wants a low powered magical item to have one without supervision.
0.0% 0
[11] Allow anyone who wants a medium or high powered magical item to have one if they apply for it on the web site.
0.0% 0
[12] Allow anyone who wants a medium or high powered magical item to have one without supervision.
0.0% 0
[13] Allow anyone to have anything they want.
0.0% 0
  
Range Less Frequent More Frequent Mean Median Standard Deviation Variance
From To Frequency Value Frequency Value
No. Westeros is a low-magic world. I don't want to see any. Allow anyone who wants a low powered magical item to have one if they apply for it on the web site. 2 Yes, but artifacts only (intriguing items and things of Valyrian metal). They should always be in the hands of NPCs., Allow for occasional items that may give a one time magical effect. Have them given out after randomly choosing a recipient., Allow for occasional items that may give a constant magical effect or effect on demand. Have them given out after randomly choosing a recipient., Allow for occasional items that may give a constant magical effect or effect on demand. Have them given out after a recipient requests them through the story team., Allow anyone who wants a low powered magical item to have one if they apply for it on the web site. 17 Yes, but artifacts only (intriguing items and things of Valyrian metal). They should be something rarely available as prizes in IC events or through roleplay approved by the story team. 3.47 3 2.15 4.64
Q9
Should ROIAF allow magical player characters?
  • Answered: 52
  • Skipped: 1
  Response Percent Response Count
[1] No. Absolutely not.
26.92% 14
[2] No. But, bring in the occasional NPC with magical ability.
26.92% 14
[3] Yes, allow for magic by players in secret - such as warging or prophesy. Cap this at a small number of characters.
25.0% 13
[4] Yes, allow for magic by players in secret - such as warging or prophesy. Make this available to anyone.
1.92% 1
[5] Yes, allow for magic by players openly - such as a Red Priestess who can raise the dead. Cap this at a small number of characters.
17.31% 9
[6] Yes, allow for magic by players openly - such as a Red Priestess who can raise the dead. Make this available to anyone..
1.92% 1
  
Range Less Frequent More Frequent Mean Median Standard Deviation Variance
From To Frequency Value Frequency Value
No. Absolutely not. Yes, allow for magic by players openly - such as a Red Priestess who can raise the dead. Make this available to anyone.. 1 Yes, allow for magic by players in secret - such as warging or prophesy. Make this available to anyone., Yes, allow for magic by players openly - such as a Red Priestess who can raise the dead. Make this available to anyone.. 14 No. Absolutely not., No. But, bring in the occasional NPC with magical ability. 2.62 2 1.46 2.12
Q10
The Integrity System is an admin tool (with checks and balances) to allow nobles, antagonists and crime lords to use NPCs offensively for their malicious plots and schemes. It takes away the unrealistic scenario of nobles having to sneak and stab others themselves, while still remaining at risk of being found out as being behind the crime. Role play and role play scenes between victim and NPC character are an important part of the process.

Checks & Balances:
The more someone uses NPC henchmen to do their bidding the more their exposure will increase and the chance increases for them to be found out, and there are also protections in place to avoid the same person being targeted too frequently. Simultaneously the success rate of such crimes is tied to the amount of unrest in the city or how well-guarded it is.

For more information and success/exposure rates see: http://kl-sl.com/Community-Forums/g/posts/t/289/Presentation--Proposal-Integrity-System

This question is about generality. Some more detailed questions will follow.
  • Answered: 52
  • Skipped: 1
  Response Percent Response Count
[1] I love this as is.
50.0% 26
[2] I like this, but have questions and will express them in the detailed section.
1.92% 1
[3] I like this, but have concerns about fairness.
23.08% 12
[4] I like this, but have questions and also concerns about fairness.
11.54% 6
[5] I don't like this and think the sim shouldn't pursue it.
13.46% 7
  
Range Less Frequent More Frequent Mean Median Standard Deviation Variance
From To Frequency Value Frequency Value
I love this as is. I don't like this and think the sim shouldn't pursue it. 1 I like this, but have questions and will express them in the detailed section. 26 I love this as is. 2.37 1.5 1.52 2.31
Q11
The integrity system will affect the overall safety of the city and the mood of NPCS. When there is too much crime, NPCs will be upset and ask for or demand more protection. When there is too much of a crackdown or inability to give bribes and do things "the way they always have been" in a corrupt city, discontent may occur as well. The system will benefit the most when there is a balance of 'good' and 'bad' going on.

Please rank the following statements (1 best, 4 worst):
  • Answered: 52
  • Skipped: 1
 
The integrity level should be expressed in IC terms during the daily "rumors" pop up. For instance, a weather report-ish statement about the mood of the city.
The integrity level should be expressed in a number as part of the daily "rumors" pop up that will be implemented in the city.
The integrity system should be expressed on a graph on the website.
This shouldn't happen at all.
[1] 1 [2] 2 [3] 3 [4] 4
50.0%
(26)
26.92%
(14)
21.15%
(11)
1.92%
(1)
25.0%
(13)
50.0%
(26)
15.38%
(8)
9.62%
(5)
7.69%
(4)
21.15%
(11)
61.54%
(32)
9.62%
(5)
17.31%
(9)
1.92%
(1)
1.92%
(1)
78.85%
(41)
Score
3.25
2.9
2.27
1.58
Rank
1
2
3
4
Response Count
52
52
52
52
Range Less Frequent More Frequent Mean Median Standard Deviation Variance
From To Frequency Value Frequency Value
The integrity level should be expressed in IC terms during the daily "rumors" pop up. For instance, a weather report-ish statement about the mood of the city. 1 4 1 4 26 1 1.75 1.5 0.86 0.74
The integrity level should be expressed in a number as part of the daily "rumors" pop up that will be implemented in the city. 1 4 5 4 26 2 2.1 2 0.89 0.79
The integrity system should be expressed on a graph on the website. 1 4 4 1 32 3 2.73 3 0.74 0.55
This shouldn't happen at all. 1 4 1 2, 3 41 4 3.42 4 1.16 1.35
Q12
Should the integrity system allow for assassination attempts (with very low success rates that can be modified through in-character roleplay and character types, skills, merits & flaws) with appropriate levels of risk of being found out for the hirer or employer of the assassin?
  • Answered: 53
  • Skipped: 0
  Response Percent Response Count
[1] Yes. Without limits. The success rate is very low. Let them try as much as they like.
13.21% 7
[2] Yes, without any greater risk since the success rate is so low, but each character should only be able to attempt assassination once every month.
13.21% 7
[3] Yes, without any greater risk since the success rate is so low, but each character should only be able to attempt assassination once every three months.
7.55% 4
[4] Yes. Without limits, but with slightly greater risk because of the severity of the action.
3.77% 2
[5] Yes, but with slightly greater risk because of the severity of the action but each character should only be able to attempt assassination once every month.
11.32% 6
[6] Yes, but with slightly greater risk because of the severity of the action but each character should only be able to attempt assassination once every three months.
3.77% 2
[7] Yes, but assassinations should come with a greater risk than other crimes regardless of success rate and each character should only be able to attempt assassination once every month.
7.55% 4
[8] Yes, but assassinations should come with a greater risk than other crimes regardless of success rate and each character should only be able to attempt assassination once every three months.
15.09% 8
[9] No. Assassinations should only be done by PCs without NPC assistance.
24.53% 13
  
Range Less Frequent More Frequent Mean Median Standard Deviation Variance
From To Frequency Value Frequency Value
Yes. Without limits. The success rate is very low. Let them try as much as they like. No. Assassinations should only be done by PCs without NPC assistance. 2 Yes. Without limits, but with slightly greater risk because of the severity of the action., Yes, but with slightly greater risk because of the severity of the action but each character should only be able to attempt assassination once every three months. 13 No. Assassinations should only be done by PCs without NPC assistance. 5.51 6 3.03 9.18
Q13
Should the integrity system allow for "social" crimes to damage the reputation of other characters and if so, should such crimes have their own meter or be integrated to the overall one?
  • Answered: 53
  • Skipped: 0
  Response Percent Response Count
[1] Yes. Allow for the use of NPCs to damage reputations or social status - with little risk for the perpetrator if they get found out. Don't include it on any meter.
9.43% 5
[2] Yes. Allow for the use of NPCs to damage reputations or social status - with balanced social and possibly criminal risk for the perpetrator if they get found out. Don't include it on any meter.
20.75% 11
[3] Yes. Allow for the use of NPCs to damage reputations or social status - with social and possibly criminal risk for the perpetrator if they get found out. Include it on a "social" meter.
16.98% 9
[4] Yes. Allow for the use of NPCs to damage reputations or social status - with social and possibly criminal risk for the perpetrator if they get found out. Include it on the "general" sim meter.
7.55% 4
[5] No. If someone wants to do this kind of thing, they can roleplay it out themselves.
45.28% 24
  
Range Less Frequent More Frequent Mean Median Standard Deviation Variance
From To Frequency Value Frequency Value
Yes. Allow for the use of NPCs to damage reputations or social status - with little risk for the perpetrator if they get found out. Don't include it on any meter. No. If someone wants to do this kind of thing, they can roleplay it out themselves. 4 Yes. Allow for the use of NPCs to damage reputations or social status - with social and possibly criminal risk for the perpetrator if they get found out. Include it on the "general" sim meter. 24 No. If someone wants to do this kind of thing, they can roleplay it out themselves. 3.58 4 1.47 2.17
Q14
To preserve transparency and fairness,if the integrity system has been used with the NPC populace has a reaction, the staff should keep a running log of general reasoning for large scale responses (of things that are not secret-breaking).
  • Answered: 51
  • Skipped: 2
  Response Percent Response Count
[1] Yes. I'd like to know what the staff is basing a decision on, but don't give specifics that could give anyone away.
56.86% 29
[2] Yes. I'd like to know what the staff is basing such decisions on even if it gives IC secrets away.
17.65% 9
[3] No. Just leave it all IC. Questions can be directed to an admin.
19.61% 10
[4] I'm not sure.
5.88% 3
  
Range Less Frequent More Frequent Mean Median Standard Deviation Variance
From To Frequency Value Frequency Value
Yes. I'd like to know what the staff is basing a decision on, but don't give specifics that could give anyone away. I'm not sure. 3 I'm not sure. 29 Yes. I'd like to know what the staff is basing a decision on, but don't give specifics that could give anyone away. 1.75 1 0.98 0.95
Q15
Should players be allowed to use one account to play both a noble and a smallfolk character?
  • Answered: 52
  • Skipped: 1
  Response Percent Response Count
[1] Yes, absolutely as long as they use a titler to distinguish.
44.23% 23
[2] No. Its too confusing for the other players and can lead to accidentally thinking one character is the other.
55.77% 29
  
Range Less Frequent More Frequent Mean Median Standard Deviation Variance
From To Frequency Value Frequency Value
Yes, absolutely as long as they use a titler to distinguish. No. Its too confusing for the other players and can lead to accidentally thinking one character is the other. 23 Yes, absolutely as long as they use a titler to distinguish. 29 No. Its too confusing for the other players and can lead to accidentally thinking one character is the other. 1.56 2 0.5 0.25
Q16
When a player leaves a role, should that role be recast with another player?
  • Answered: 53
  • Skipped: 0
  Response Percent Response Count
[1] Yes, but only if they didn't play it for very long.
16.98% 9
[2] Yes, but they should be given all the information possible on the previous player's roleplay, friends and important goals, moments.
26.42% 14
[3] Yes, they should take it over and play it anew.
1.89% 1
[4] Yes, but only if its a Lord Paramount to prevent the turnover ICly of those in charge.
9.43% 5
[5] No, characters should be retired or killed when the player leaves and another brother/sister/family member created to fill the void (current method).
32.08% 17
[6] No, characters should be retired or killed when the player leaves and if there's no one else to take the role, the family should be considered taken over by a cousin branch and start over.
13.21% 7
  
Range Less Frequent More Frequent Mean Median Standard Deviation Variance
From To Frequency Value Frequency Value
Yes, but only if they didn't play it for very long. No, characters should be retired or killed when the player leaves and if there's no one else to take the role, the family should be considered taken over by a cousin branch and start over. 1 Yes, they should take it over and play it anew. 17 No, characters should be retired or killed when the player leaves and another brother/sister/family member created to fill the void (current method). 3.53 4 1.81 3.29
Q17
When a Lord Paramount or important feature leaves the sim, should it be turned into an NPC for six months (and controlled by the story team and OOC leads) and IC authority to act in their stead (in almost everything) be given to a player character?
  • Answered: 51
  • Skipped: 2
  Response Percent Response Count
[1] Yes. Please don't kill off Lord Paramounts. It's too disruptive to the sim.
29.41% 15
[2] No. Kill them off and recast.
33.33% 17
Other (Please Specify) 37.25% 19
  
Range Less Frequent More Frequent Mean Median Standard Deviation Variance
From To Frequency Value Frequency Value
Yes. Please don't kill off Lord Paramounts. It's too disruptive to the sim. No. Kill them off and recast. 15 Yes. Please don't kill off Lord Paramounts. It's too disruptive to the sim. 17 No. Kill them off and recast. 1.53 2 0.51 0.26