I've been around Haven for a few years now, and as someone with a measure of political perspective I'll offer my two cents on some of the issues I've seen here.
First off, resources have nothing to do with power in this game. They are an end product of the political process, and due to the nature of the support system they always will be an end product. The key to power in Final Haven is popular support, pure and simple. The military points and resources massed by all of the most successful organizations to date couldn't hold a candle to the PC's of Haven itself.
I get the feeling that Aaron will disagree here, so I'll ask this - what did the Elder's Order gain by segregating themselves and wanting to withdraw from the town's resource sharing system? The ability to only barely feed their people and the joy and control of staring at a few tags that are yours and yours alone. What did it cost them? Relations with the rest of the town, mistrust, any chance at real growth, and at least four commodities. Where was the real power, in the resources or in the goodwill?
Even then, the power of any group or organization is limited by the roleplaying traits of the characters and players within it, creating an even more difficult situation to control. There are some people within Haven who have the ability to divorce their 21st Century minds from that of their characters and uphold the sort of loyalty that made medieval power work; but there are many who, either by their own disposition or their character's, do not answer to that sort of authority.
I site loyalty here because it is actually the easier of the unifying emotions to maintain. The other, fear, is nigh impossible to achieve. Even with overwhelming in-game advantages and absolute loyalty, a faction bent on taking power would have to contend with the out-of-game PC opinions. It simply doesn't work.
So it becomes a popularity contest, which is why you see the feeding frenzy every time a new PC comes into the game. If anything, this has been a boon to breaking up the out-of-game geographic factions. It also is likely fueling the frustration that many people have felt concerning pre-existing factions and repeat loyalties - roleplaying aside it prevents the balance of power from shifting in-game.
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On the topic of laws and morality, the game suffers from two critical flaws: the disposition of its players and the lack of a moral absolute. In a world where there is no semblance of a universal compass by which to judge the actions of others, everything becomes subjective. Toss in varied character cultures and values, the contemporary perspectives of the people playing them, the absence of external enforcement, and the need for anyone in a position of prominence to maintain popular support and it's no big wonder why we don't see the sort of line-drawing our posturing would seem to forecast.
That, more than any other reason, is why someone like Amagus can succeed in Haven. Which is more beneficial to a community on the brink of destruction? A knowledgeable, useful man whose actions are benefitting the Haven and whose motivations are ridiculously apparent; or an individual who is seeking to impose their own individual morality on others and is willing to violently tear the community apart to do so? Sure, he's using dead bodies and necromancy - something that clearly goes against all the cultural taboos we don't have, the hygenic standards we don't know about, and the moral absolute that doesn't exist. Truly, he's out for himself - which in our tight knit community of like-minded Havenites is reason enough to alienate him and make an enemy out of a potential ally. Yeah, and I'm a chinese jet-pilot.
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So why don't more people make a stand? Why aren't there more loose cannons? Why don't people like Woden just whack those they disagree with and reap the consequences after the fact? I'm not really sure, but I'll give my best guess.
Truth be told, even the most manipulative folks in-game have an interest in maintaining the status quo. Most everyone can sit back and bitch about how horribly everything is being run without ever actually having to do something about it. They can scurry off after every event and play monday-morning quarterback, proclaiming so-and-so an idiot for not doing this or that. Every victory the town enjoys is the result of them and their faction bringing the Haven together and every failure is because those stupid other guys just don't have a clue. It's comfortable that way.
Even if they did lay down the law, what good would it do? Haven and death have been only distantly associated until recently, and killing someone off does you little good if they show up the next event with a horde of pissed-off friends. All you are doing is tipping your hand to the opposition and giving up the moral high ground - which is something the citizens of Haven hold more precious than any resource. Hell, just losing the ever-present flock of in-betweeners (people who don't actually come down on either side of an issue, but certainly would if anyone ever did something dramatic like whacking someone) is deterrent enough to make almost everyone in Haven stop in their tracks. It also seems like people don't trust the other PC's not to take such things personally, and so they don't pull the trigger when their characters might otherwise do so.
When I first started this game I was concerned about things when people bitched about politics. I thought it important to hammer through things. Time has convinced me otherwise. It's just not worth getting worked up about. The people here are way too cool to actually get mad at, anyway. Besides, the static things in Haven are much the same from day to day:
People will always think they could have done better.
People will always want all of the credit, glory, and authority.
People will never want any of the blame, shame, or responsibility.
People will always blame you for trusting the lying NPC that screws them.
People will always blame you for not trusting the NPC that might have saved them.
The truth telling-status of an NPC is inversely related to the amount of trust you have in them.
Someone always told you so.
Everyone is stupid for thinking you are part of a huge evil conspiracy.
Everyone else is part of a huge evil conspiracy.
Whatever it is, it is your fault.
Everyone expects to be fully appraised of all details in every situation.
Everyone wants dangerous information withheld from questionable characters.
Doug Fesko has a bitchin' costume.
Taki wants to talk about something.
Brad 2.0
Eric Reid just shows up for combat, but he stays to satisfy a deep, inner need to wear horns.
Nelkie sleeps with the rulebook and a stack of spreadsheets.
You will never have difficulty locating Julie in combat.
Phil is apparently concussion-proof.
Blondie is down again.
Chris does indeed want to kill us all.
Wayne is actually trying.
Corbyn does not work in the same office building as Vince.
The call "Resist Death" came about because of Travis. Upkeep? Pancakes and bacon.
The character you need to complete your research/plotline/organization/meeting is not here this event.
No one knows where to find the GM's.
The plotline readiness chart reads as follows:
+2 Minutes for each additional PC.
+5 Minutes for each additional faction.
+10 Minutes for each NPC waiting around town for the players to assemble.
-5 Minutes for every other plot currently being run.
-5 Minutes for every NPC that has no clue what the players are doing.
Game Break isn't.
Only the third hint is worth a shit.
Feel free to amend and add to this list as you see fit, but keep in mind that it's all in good fun.