This definitely seems reasonable from an IC perspective, and I appreciate that logic.
However, I get the sense that the OOC frustration is largely because it feels shaky, inconsistent, and difficult to work with as players. That player vs. character thing is a pretty significant distinction to the reason people want more clarity.
Put it another way, it's totally fine that A, as a low-rank character, would still be picked for a mission owing to having a relevant skillset that B, a high-ranked character, does not.
But when B's player is trying to find opportunities to involve B in the plot, and they're investing heavily into ranks because they believe it will push B into central plot focus whether B wants it or not, it will be very frustrating for them to be passed over for A and left with nothing, especially if the reasons why are never articulated or clarified.
I think advanced planning of things like this would help a lot. It would probably cut some of the surprise and suspense, but there's the rub- we're playing a game for A's player and B's player to have fun, we're not scripting a drama for HBO. OOC satisfaction/fun/engagement necessarily outweighs IC consistency and narrative flow.
no subject
However, I get the sense that the OOC frustration is largely because it feels shaky, inconsistent, and difficult to work with as players. That player vs. character thing is a pretty significant distinction to the reason people want more clarity.
Put it another way, it's totally fine that A, as a low-rank character, would still be picked for a mission owing to having a relevant skillset that B, a high-ranked character, does not.
But when B's player is trying to find opportunities to involve B in the plot, and they're investing heavily into ranks because they believe it will push B into central plot focus whether B wants it or not, it will be very frustrating for them to be passed over for A and left with nothing, especially if the reasons why are never articulated or clarified.
I think advanced planning of things like this would help a lot. It would probably cut some of the surprise and suspense, but there's the rub- we're playing a game for A's player and B's player to have fun, we're not scripting a drama for HBO. OOC satisfaction/fun/engagement necessarily outweighs IC consistency and narrative flow.