Silence! Folk is one. Actually, it was one a few weeks ago. Maybe more. Look, I've been very busy directing the revolution.
Hurrah! ... So? What did we accomplish in year 1 of the revolution?
Well, together, in the last year we've managed to deliver:
- 55+ Folk sessions
- 65+ original Folk missions
- 120+ Folk forum accounts opened
- 35+ guests in the Folk Skype perma-chat
- Half a dozen joint sessions with MARSOC/Tier 1 and LDD Kyllikki
- Ongoing arrangement (now in its 4th month) whereby all Folk sessions include our comrades from ARPS (from the Rock, Paper, Shotgun community)
- Regular playercount is now around 20 per session
Cool. What's next?
Okay, here's how it is. Folk came about around the princple of 'low friction gaming'.
Is this the stuff explained in What is Folk?
Yes. In fact, before you continue reading this post you might want to re-read What is Folk?
Re-read. Has something changed?
No, and maybe nothing will; but now is a great moment to reflect on what Folk is now, and what we want it to be going forward in year 2.
Anything in particular?
Nothing's out of bounds for discussion, but the hosts would like to suggest a handful of topics that you want to think about:
1. Openness / Advertising
The Folk sessions began as invitation-only affairs; later, we posted on the BI forums and allowed people to email us requesting access; today our server details are published on the RPS forum, which is open to the public. Yet we still don't allow non-guests to view our forum. Should we retain the current set-up or become more open, perhaps allowing non-guests to read (but not post) to our forum, and publishing the server details more widely? Should we run another advertising campaign to attract more like-minded comrades?
2. Required addons
Central to the 'low-friction' concept was the absence of any required addons, allowing anyone with a vanilla copy of Operation Arrowhead (and later Combined Operations) to connect to the server and play. In recent months a few different comrades have asked about adopting selected addons, notably ACRE, but mission makers like to eat new islands from time to time as well. Are we happy to continue as vanilla fundamentalists in the name of making it very easy for people to participate, or are there exceptions we'd like to make?
3. In-game communication
This may be related to topic #2 if ACRE is a realistic option, but even if it isn't we need to look at our comms set-up. Historically we've been able to use a single TS3 channel for platoon-wide messages and group VON for intra-fireteam bickering, but our sessions are becoming large enough to make that less and less workable. We have (and have always had) a documented approach to using TS3's Channel Commander feature - as detailed in the thread: What is the Folk platoon? (and also in Getting started with TeamSpeak 3 (for ArmA2)). We haven't been strict about enforcing this - which would mean asking all guests to know how to use CC and be ready to do so if their element leader dies - but we could. Or should we?
Do I need to express an opinion on all of these topics?4. Our comrades in ARPS
ARPS comrades now make up the majority of the Folk session playercount, and many of their number have Folk forum accounts - a few have even begun to write missions for the Folk sessions. This is excellent, but we do have some comms challenges because ARPS communicate primarily via the RPS Steam chat, a single thread in the RPS forum and their Mumble VoIP server (which they use for many other games). For now a few of us do a lot of cross-posting, but it's sometimes a bit hard to get dialogue happening with the totality of the Folk sessions' playerbase. Are there any creative solutions here?
Not at all, and if there are different topics you want to raise, please go ahead.
Is there a time-limit on this conversation?
Folk isn't broken (at least, we don't think it is), so changes won't happen unless there is a very clear consensus (which is not the same as a vocal minority). However, it's always healthy to question things.

Unless you are questioning the party leadership.
