A note on Admin Hierarchy: We all do our part, and do things we don't always enjoy to contribute 110% to the game. That being said most of the responsibilities of a normal GM are also done by a higher-up GM, and the responsibilities of the Head GM (when we have one) or Builder or Quartermaster, Etc., are their own unique responsibilities plus those of the normal GM (or other role depending on their own role). So keep that in mind. Being promoted means more work + responsibilities… never less. Each section only lists the relatively unique responsibilities. All full-time admin take part in mentoring, discipline, plotting, etc. even if it is not specifically mentioned.Under this current guideline I don't believe all of the current admin meet this standard, in terms of meeting or exceeding the engagement and activity and involvement they had compared to when they were more junior staff. Essentially everyone's engagement has declined from their heyday, which is not a criticism of anyone personally. There is nothing wrong with a reduced commitment or workload, everyone is a volunteer, but to maintain a healthy community an accommodation of transition must be made so that players and staff who now have a high level of engagement with the game are brought in as leadership to take over as others move out of that role to become Staff Alumni.
I don't believe we are now supporting the same system that allowed Slither, as a player who came to the game like any other, rose to be head of the game's daily operation. In my opinion we have been spending an excess of player and especially staff energy on implementing and enforcing myopic and misguided policies to exert control over players and staff, a surplus of policing activity rather than enabling agency, excessively concerned with maintaining staff voting majorities, sustaining privacy policies, restricting communication between staff and players and players between one another, to the point where it has become a pathology of the game's identity to prioritize this rather than storytelling. I am sure this focus prevented or counteracted a lot of potential cheating and exploitation, but I struggle to imagine any OOC comms or code exploitation that could have done as much damage as burning out so many star staff and star players. I think a major factor in this is due to such a significant percentage of the total staff being admin who are disconnected from the game as it is played today, whose concern is maintenance of the administrative structures and preventing disruptions to them.
I believe this severe disconnect between admin and game is a meaningful factor in shedding our best staff, over and over, through crises that I believe could've been avoided and managed through more engaged and tuned in leadership. Half of the senior staff would be complete strangers to recent players in the past two or three years. Everyone is a volunteer and no one is obligated to work for the game but to be sustainable we need active and involved leadership that reflects the game today, so there is not stagnating culture clash between the people who want to make things happen and the ones keeping their hands on the wheel. We cannot lurch from player and staffing crisis to player and staffing crisis every few years without questioning there is a management problem. I see now a renewed energy towards great code and development, but this renewed energy is in my opinion being curtailed and harmed by bad policies, bad votes, and a perennially disconnected leadership outside of the development side. And I see discussions among former staff highlighting what I think are serious dysfunctions in staff management. We had a surge of energy and enthusiasm and hope for changes and new directions and we threw the momentum away, for what.
It is not unreasonable to say that the leadership of the community that exerts the most control and authority over it also is the most active, engaged, contemporaneous, and reflective of the community itself, and while Slither may correct me about it, it is my impression that his admin policy was written to reflect a similar idea.