The Problems of Loot
My Anarchy Online guild got into the habit of raiding 'Pocket Bosses' when the Shadowlands expansion came along. Bosses were spawned if you found their 'pattern', which were made up of multiple components and took several players to assemble. Howver, it was often one person who would find the individual pieces through hours of single-minded hunting. Being highly ranked in the guild, I wrote a cursory loot policy on our forums, encouraging the distribution of loot in the most equal way possible, giving priority to those who would benefit the most from a drop. Feedback was encouraging, and I cheerily anticipated our first Pocket Boss raid; patterns on this occasion were being supplied by a single dedicated player, Bas.
Upon distributing the first of the raid's drops, my initial enthusiasm quickly melted away when Bas became noticeably upset with the looting policy. Pocket Boss loot sold for very appreciable sums of credits, and Bas wanted more than a few of the drops in return for his hard work. This idea was at odds with the loot policy that had been discussed, and our gathering immediately became uncomfortably tense. I hurriedly attempted to reach a compromise, but something had broken between us. For the rest of the evening, Bas would grudgingly and hesitantly voice his desired portion after several requests, and I would attempt to distribute the remaining loot to those who could use them. The guild eventually created a more polished plan that incorporated what had been learned, but the tension between Bas, and I, the creator of the original draft, never fully eased. This event showed me that loot problems are inevitable- I encouraged feedback for the loot policy before the raid, but many did not respond. Dilemmas like these will always be with us, so I've became more tolerant towards such events, and try to sooth them when they do arise. [AO, M, 18]
Tags: drama (5) , emotional salience (8) , loot (2) , negative experiences (7) , play is social (27)
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