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Player Handbook

Started by Apnea [1532667] on in Suggestions.

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Apnea [1532667]

During one of the many player discussions around the transparency of the rules, I remember a staff member saying something along the lines of:

 

“What? You want us to write down everything the rules cover? That’s ridiculous.”

 

At the time, I genuinely struggled to understand that logic.

 

For the past five years, I’ve worked as a community manager in a government funded sector where good governance is essential. If our governance falls below the required standard, we risk losing our funding. We also rely on membership income, meaning that if our members lose confidence in the organisation, that has a direct financial impact.

 

Our organisation regularly introduces new structures and mechanisms, while also having to adapt to external changes. We have a yearly handbook update, and where necessary, new rules are implemented immediately throughout the year.

 

Yes, the handbook is hefty.

 

But does it make my staff  job easier? Absolutely.

 

I very rarely come across a situation that isn’t covered by the rules. And when something genuinely new does arise, we refer it to the appropriate people, who can then decide whether the handbook needs to be updated.

 

I think there is an opportunity for Torn to take a similar approach.

 

The Problem

 

There are several issues that seem to repeatedly arise around the current rules:

 

- Players feel that the rules, and the intricacies surrounding them, aren't transparent enough.

- Staff often have to refer players to an answer that was previously given to a small group of members, buried in an obscure forum thread, or discussed somewhere else within the game.

- Staff have to repeatedly answer the same questions in different places.

- Players can invest years of time and significant amounts of money into the game, only to discover that something they were doing was considered against the rules because of an interpretation or offshoot of a rule that had never been clearly documented.

- There can be reluctance from staff to give definitive answers on rules, or potentially a lack of clarity or consistency around the rules themselves.

 

None of these problems are particularly good for either players or staff.

 

The Solution: A Player Handbook

 

I would propose creating a Player Handbook containing the rules in their entirety, including the interpretations and clarifications that have developed over time.

 

The principle would be simple:

 

If Torn considers something to be against the rules, it should be written down.

 

For example:

 

Staff determine that a particular offshoot of an existing rule isn't permitted → add the clarification to the handbook.

 

The community discovers a new and unusual way of bending or exploiting an existing rule → if Torn decides it isn't acceptable, add it to the handbook.

 

A recurring situation generates confusion → clarify it in the handbook.

 

This doesn't necessarily mean making the existing Rules section unnecessarily complicated.

 

The current Rules section can remain succinct and accessible. Players who want to follow the basic rules can continue doing exactly that. This accommodates players who simply aren't interested in reading a lengthy handbook, or who play the game in a fairly standard way and don't need that level of detail.

 

The handbook would instead be there for players who want or need more certainty.

 

Want to understand the rules in more detail? Check the handbook.

 

Have you come up with some weird and wonderful way of playing the game and want to know whether it is permitted? Check the handbook.

 

If it isn't covered, discuss it with staff.

 

And if staff decide that the behaviour isn't permitted, add it to the handbook.

 

That creates a clear and accessible source of truth for everyone.

 

Keeping the Handbook Up to Date

 

I think updates could potentially be handled in two ways.

 

Immediate Clarifications

 

If Torn considers something to be obviously against the rules, or wants a change to take effect immediately, it could be announced in the same way as other game updates:

 

Rule X — Section Y updated.

 

These changes could potentially be included alongside the relevant patch notes or announcements.

 

This makes it clear that the change is immediate and prevents players from being caught out by something that wasn't previously documented.

 

Regular Handbook Updates

 

For changes that aren't urgent, Torn could maintain a regular handbook update schedule — perhaps every three, six or twelve months.

 

This would give Torn time to:

 

- See how new mechanics and player behaviours develop.

- Gather community feedback.

- Determine whether something genuinely needs to be restricted.

- Consolidate smaller clarifications into a single update.

 

It also gives players a predictable point at which to review changes.

 

Let the Community Help Build It

 

One of the things I think makes Torn's community particularly valuable is the sheer amount of time, creativity and critical thinking players put into the game.

 

Players actively look for ways to optimise, experiment and succeed. They find interactions that developers may never have anticipated.

 

Sometimes, those discoveries are fantastic.

 

They create entirely new strategies and playstyles, and Torn can simply say:

 

“That's clever. It's allowed.”

 

Other times, players discover something that goes against the intended ethos of the game, creates an unfair advantage, or simply isn't something Torn wants to permit.

 

In those cases:

 

“That's not allowed. Let's add it to the handbook.”

 

That distinction is important.

 

The community shouldn't necessarily be discouraged from finding these things. In fact, that experimentation is part of what makes a game like Torn interesting.

 

But once Torn decides where the line is, that line should be documented.

 

A Work in Progress

 

I wouldn't expect Torn to produce a perfect handbook overnight.

 

In fact, I think it would be better to treat the first year as a work in progress.

 

The community could help identify areas that need clarification, highlight recurring questions and point out inconsistencies. Torn could then gradually build the handbook into a comprehensive reference.

 

Over time, it becomes a living document:

 

New situation → staff decision → documented clarification → handbook update.

 

That would ultimately benefit everyone.

 

Players get greater transparency and certainty about what they can and cannot do.

 

Staff get a single, authoritative reference that they can point players towards instead of repeatedly answering the same questions or searching for an old post somewhere.

 

And Torn gets a clearer, more consistent framework for communicating how its rules are actually intended to work.

 

Most importantly, players should be able to invest years of their time into the game without discovering that the way they've been playing has suddenly become unacceptable because of a rule interpretation that was never clearly documented. 

 

Players can be given a "tut tut, that isn't nice, don't do it again, we have now added it to the handbook" but Torn could also obviously withhold the right to ban someone for a ridiculous rule break, though not written down, the majority of players would agree with. 

 

It would give players a clearer understanding of where the boundaries actually are — so they can spend their time finding creative ways to play within them.

 

Will this stop every single issue within this area? Probably not. Will it decrease these issues significantly? I believe it would. 

LexiBird [3663460]

Brilliant idea, I also think it will be beneficial for staff (particularly new staff who may not have experienced particular scenarios or issues).  And the bonus of not having to answer every question in explicit detail over and over and over again would be priceless! 

 

 

Woogleen [2808960]

Great idea but the rules change on a per person basis due to the staff having inherent bias due to them being players and volunteers. Honestly torn is no longer a small game and really just needs to move to a paid independent moderation team

Elizabeth [2339829]

Oof, that is quite the suggestion.

 

I won't speak from experience, but from the conversations I've had with various staff members, I'm fairly certain that behind the scenes, there is a rather comprehensive "handbook" as you put it for staff, giving more specific details and examples of rules/rule breaks, grey/gray areas, and proper handling protocols. The... key here is that it's not public, right? That's, essentially, what you're suggesting here? You want that big book of bonkable offenses to be made public?

 

I have asked bogie and PJ for similar transparency directly in the past, and... well, obviously, to no avail. There is a strong part of me that would absolutely love to see this kind of thing made at least somewhat publicly available.

 

However. I can also see why, from a staff and community management perspective, that could seriously make things rough. Here's the thing. Humans love a challenge. There's a reason the phrase "the indomitable human spirit" is a thing. It's not just because we're hard to stop, it's also because we have an instinctual drive to keep going, particularly when someone says we can't. When you publicize a comprehensive list of things you cannot do, you invite, encourage, and to a certain extent enable challenge. Not people challenging the rules, but people nitpicking, poking, devising, and scheming to find ways of doing something that they shouldn't do, but isn't explicitly listed in the rulebook. And even if you take appropriate action, fedding the player(s) involved, and updating the already extremely long laundry list of things you can't do, you will, 100% of the time, get supporters of that person crying bloody murder because it "wasn't explicitly against the rules when they did it," and it all just spirals into chaos very quickly. I mentioned this in a separate thread about a similar topic, but take it from someone who has created documentation for policies and protocols, it makes everyone's life easier and better if you have at least some level of vagueness to give wiggle room for interpretation. Yes, it sucks to be on the receiving end of a disagreement or disconnect on interpretation, particularly when there's potentially permanent consequences for it, but... it's better than the alternative where you're frustrated because it wasn't explicitly stated, you still get in trouble, and potentially feel wrongfully incriminated, leading potentially to more stress, grudges, indignation, etc.

 

Sigh. That was also a lot, but... Again, as much as I would love more transparency, I also can see why it might be better for everyone involved to keep things the way they are.

 

Although I certainly wouldn't mind seeing what bogie/PJ specifically have to say about this >.>

 

#chedging

Apolinus [3017918]

You seem to suppose the ambiguity is a bug.   From the perspective of bogie’s team, it is a feature.  The abetting policy,, in specific, is designed as a catch-all that can mean anything from guilt by association to ‘you were playing in a way that I personally do not like’.   The actual text of the policy is no obstacle when it comes down to it.


 https://www.torn.com/forums.php#/p=threads&f=2&t=16129703&to=27262642 

Importantly, despite the sweeping unpopularity of this statement, it was never corrected or walked back.

 

This idea of yours is never going to be implemented because they are deliberately operating out of a governance philosophy that is counter to it.

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Apnea [1532667]

I absolutely understand what you're saying. I think simply put...

 

Guide on how to be a multi - no, of course not. There are things that shouldn't be documented. It isn't a guide on how to cheat. 

 

Guide we can add things such as "If you are incentivising referrals, it is your responsibility to report suspicious referrals" - yes. Just using this as it's a recent example of a situation this type of project could address. 

 

There are things that must remain vague but there are many things where there is absolutely no reason to remain vague. 

 

There are things that will happen that haven't been documented in rules previously but do deserve an instant ban due to their severity. 

 

This type of process could help with player satisfaction as it would significantly increase transparency regarding rules compared to what is currently in place. 

Apnea [1532667]

I'm leaning towards agreeing with you but optimistic that they may implement something that shows the community this is not the case.