The Masterharper's Office
 

Suggestions

Problem: Low morale among the leaders of the Harpercraft is leading to low morale and complaints among the apprentices. The masters and senior journeymen complain of burnout and don't like to or don't have the energy to teach lessons anymore.

Solutions:

  • Harper Performance Week

    Schedule a full week in which everyone is expected to perform at least once in an appropriate way -- either a solo or group performance, or to have a composition performed, or a dance recital or reading or exhibition. Each is expected to save and submit a log or other appropriate record of the performance, at which point awards will be given out in various categories, depending upon the prizes we can come up with. All participants will gain lesson credit for each piece, and some may gain project credit as well.

    This should take place on a regular basis, and can be, IC, part of the regular class schedule over the course of a turn.


  • Lesson Requirements
    1. Pre-Requisites

      All students will be expected to read the lesson on RP and being an Istan Harper on HT and roleplay with other harpers, submitting one log. This is to happen before they will be given credit for attending other lessons unless they receive special dispensation from the instructor.

    2. Lesson Procedure

      Most lessons will be conducted on pre-determined material. Accordingly, the students are expected to read this material before attending class. All reading assignments will be posted on the web site so that intelligent discussion rather than rudimentary instruction may be the focus of each lesson.


  • Roleplay and Tiny-Plots

    It is expected that day-to-day roleplay will be interspersed with tiny-plots which will occasionally spill over into lessons and other IC activities. Apprentices should feel free to talk about their upcoming and ongoing plots and character development with the journeymen and masters, especially if these TPs will affect the craft or the character's status therein. Care should be taken not to disrupt a teacher's lesson plan, however -- if a student wishes to bring a plot into play during a lesson, the instructor must be informed prior to the lesson so that he or she may adjust the material accordingly.

    Most tiny-plots should be brought to the attention of the craft as a whole -- after all, the masters, journeymen and apprentices all live in close quarters and do keep track of one another in character. However, with our disparate schedules and varying activity levels, we cannot get to know our fellow harpers as well as we should. This, in turn, limits our opportunity to roleplay with other known characters, which means that we don't get to know one another very well, coming full circle. If we can make known the events which occur in our characters' lives on the *harper mailer, we can feel part of a much tighter community and be more involved in our craft.

  • Regular In-Craft Activities
    1. The Usual

      Every day, harpers keep busy in any number of ways. Usually, apprentices spend most of their day in class, practicing and completing assignments, and doing chores. Any and all of these activities can make for rewarding roleplay, and can also earn lesson credit. Logs which are submitted will be posted on the web page and the participants will be credited to the extent of their participation in IC, productive gaming.

    2. The Unusual

      Special events happen often around HT. We constantly receive requests for harpers to play at or record happenings around Ista, and within the craft there are myriad opportunities for special occasion play. Students should be encouraged to give both formal and informal recitals, engage in debates and panel discussions dealing with current Istan events, and to take advantage of the Hall's proximity to so many other crafts and take field trips to visit them. An apprentice or a master could both learn just as much at an introductory smithing class.

    3. Projects

      As always, projects are greatly encouraged. A project can be almost anything that can be realistically accomplished on the MOO. Lesson credit will be given for any successful project, and some projects may be approved as part of a promotion in rank.

      A project should not be a chore. Rather, it is an opportunity to explore and gain recognition at the same time. Also, a player should realize that an increase in rank carries with it an increase in responsibility, especially in the Harpercraft. The project is a means of introducing the player to the kinds of responsibility which will be expected of him or her as well as allowing the journeymen and masters a chance to see what the player is capable of.

    4. Exams

      Exams are mainly an opportunity for roleplay. We don't give ourselves much chance normally for interaction in the academic atmosphere which should, in character, pervade the Harper Hall. Lessons are one chance, and exams are likewise a chance for good fun. Some of the players in the Harpercraft are also students in real life -- so it's nothing special to play a student on a game, too. However, playing out the everyday life of your character will help you develop the character's personality and will give you insights that you might not have thought of -- the character is, perhaps, a genius, but tests really poorly and gets very nervous about it. Maybe the character crammed all night the night before and is falling asleep over the test. The actual test, if there is one, will be easy if you do much playing aroud HT and the craft, so just have fun with it.


  • Crime and Punishment

    Crime and punishment, in an out-of-character sense, is not a bad thing. It provides conflict, which is the basis for drama. This means that in-character troublemaking, preferably in a non-violent manner, is to some extent encouraged. Cut class from time to time, or sneak out to the Flying Mug after curfew. (Note that for purposes of divergent time zones, there is no absolute curfew set -- just use your imagination) However, don't expect to get away with it more than a couple of times before a journeyman or master takes you aside. Of course, your chances of getting caught are much better if you tell other players that you did whatever you did. This is a good thing, and gives players something to do.

    Out-of-character nonsense or nuisance is not appreciated. Be sure to remain IC and restrict the events to ones that your character could plausibly get into. Because PERN is a fictional world, we all have a littel leeway, but please don't paint the ballroom bright purple. Apprentices would never have the resources with which to get all that paint just to waste. When players do things like this, it simply gets tiresome for those who have to somehow suspend their disbelief and accept that yes, ten-year-old Ijjy was able to maneuver a ladder and climb up to get paint on a three-story-high cathedral ceiling. If you're unsure of whether an act of mischief or otherwise could be in-character for an Apprentice at Ista, please run it by a journeyman or master before you make a fool of yourself.

  • The Point

    The point of all this is to make the HT HarperCraft more fun for all its members. It is not meant to restrict, but rather to guide players and provide ideas which will hopefully further the development of character, craft, and game. Most players who have been part of the leadership of HT know that it takes energy beyond that of any mortal human to consistently keep up with the rigors of an area, and this responsibility combined with a lack of independent effort by the members in that area quickly leads to 'burnout'. It is my hope that we can revitalize ourselves and keep the craft lively and moving forward so that our leaders never feel underappreciated or overworked.

    -- Shinnai, Route Harper.

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