Hey Paul,
I had to really think through exactly why this bothered me, and with a week or so of thinking, I'd like to share my thoughts.
On a fundamental level, a big part of my motivation for coming back and participating in the war is because my effort seems to matter. Weeks like we had, with all the players working together, making great strides, feels great because that effort matters. We are changing something bigger than us. We want others to participate because their effort makes our effort matter MORE, not less.
When devs step in and say, "No, you're going too fast, we're going to slow you down so you will finish when we want you to finish," it doesn't just invalidate our future effort; what it says is that all our prior effort also didn't matter. We aren't actually doing anything meaningful, we're just a rat on a wheel, spinning away the hours until the devs are ready for us to move forwards.
And if that's the case, why am I even bothering? This is the exact reason I quit the game back at the start of the war. It seemed clear that there was no intention of making player effort matter; they had a clear objective in mind, they were perfectly willing to railroad us to that objective, and every iota of extra effort I put in only served to make the war harder for everyone else. The harder I tried, the harder they would make the war, and the less everyone's effort would change. We weren't actually participating in anything meaningful, we were just running around playing pretend while devs changed the rules to drag us right where they wanted us to be.
So I quit. And the game got easier for everyone else. You created a scenario where the best move was, literally, not to play.
The Illusion of Control
That finally seemed to change when the devs were ready to let us win the war. Yes, we knew that there was an end state we were working towards, but the timeline, that, at least, seemed to be on us. We could make it go as fast or slow as we wanted it to go. The faster we go, the faster we get our rewards! Fair enough!
But then you had to go pull back the veil again. We did TOO well, so rather than rewarding us, you punish us.
It's not even about the actual impact of the pods themselves. Not really. Statistically speaking, they're still probably the best way to win the war. The problem is, far more people enjoy doing Spire Sites, and if I try really hard and we complete a bunch of systems this week, the devs will want to slow us down, and they'll be less likely to re-activate a spire site next week when the last one goes down. This will leave a lot of players with nothing to do, which WILL slow down the war - but which does so at the cost of the enjoyment of dozens of players. My effort to win the war will DIRECTLY make the experience worse for dozens of players.
And much as I expected, podding efforts have dropped off massively.
The challenges of being a good DM
Now don't get me wrong. I GET that designing a comprehensive experience for thousands of players at once is a tough, tough challenge. Ultimately, DMing involves no small amount of manipulation and trickery to make people FEEL like their effort matters when, in reality, you control everything.
That said, there are good ways and bad ways to manipulate your players and their experience. It's especially important not to draw back the veil on the underlying reality like you did here. And a critical aspect of that is, you should NEVER punish players for what they're doing RIGHT. You WANT us to want to participate, to want to make a difference, to want to get OTHER players participating. That's not the problem. The problem, presumably, is that you don't have the next content written yet - and fair enough. Happens to the best of us.
But the appropriate way to make a game last longer isn't to nerf the players, it's to make the game itself more challenging and more fun.
A great example from DND: Say you've got a player who LOVES to use Fireball. He's made a pattern of fireballing groups of enemies and doing massive damage all at once and ruining otherwise great encounters. Now, you could nerf fireball so it has a smaller radius, but that just spoils his fun and makes the game worse. That guy's been leveling up for ages to get access to that spell, he deserves to enjoy it for a while! But that doesn't mean he should be dominating EVERY encounter.
A better approach would be, have the enemies learn from their mistakes and stop arraying themselves in 40 foot circles! By spreading themselves out over a larger area, they can avoid the damage of the fireball WITHOUT making it seem unfair to the poor wizard. Or you could include fire-resistant enemies, encouraging him to bring other spells! If you find yourself going into the Plane of Fire, you're going to be a fool if you bring fire spells.
But on the flipside, there's also the matter of expectations and payoff. Let's imagine you start the game by showing us the enemy army, which is a load of frost warriors. So your players level up for ages waiting for fireball so they can attack and lay waste to this army. Only, they reach that point, you reveal that 2/3rds of these frost warriors are also resistant to fire. You have destroyed their expectations and removed their payoff.
That's essentially what you've done to players like CMDR Luriant. In a dnd session, they'd have every justification to quit the game and seek out a DM who isn't going to sockblock them at the last moment. More than that, they almost certainly wish the other players hadn't done so well it ended up getting their hard work neutered.
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See the problem here? Rather than encouraging us to work together, you've made it so that our effort conflicts. Rather than rewarding us, you punish us. Rather than wanting other players to be playing, participating, enjoying, we want other players to leave so we can enjoy OUR content for longer.
Rather than being players vs the game, it's players vs the devs.
Nobody wants the DM to be your enemy. You can beat a fair game, you can beat other players, but nobody can beat the DM.
And why play a game you can't possibly win?