Game Mastered events aren't for everyone, but a lot of players like human interaction and the unpredictability presented by experienced players. I'm not going to try and sell you on it. As it is, there's plenty going on in the games, with the new features, but many players have shown interest in having more, and thus we present Game Mastered events.
The first event, the one that was run on world 4, was a pilot project initiated by the previous CM, and for which I adopted when I took over. It was marginally successful, but had some inherent design flaws. In contrast, this is not a pilot project. We took the lessons, the lumps, and created "Scoundrels." I, along with my staff, spent considerable time working out the details to ensure a low maintenance, high output event that will be powered by fun rather than work. This is part of the enthusiasm you see in the staff, and it's not contrived.
The design here centers around the fun aspects of the game, harnessing features that people love to participate in and providing options for players to wield us like a weapon against their adversaries whilst simultaneously pummeling us for bounty. All the while you know, you're attacking NPCs run by staff members that "want" you to attack them. It's fun for you and it's fun for them.
So yes, this differs significantly from the World 4 event. But, like I said, it's all about what you want out of the game. No pressure, no expectations. Just think of the Scoundrels as a coin-operated tornado. :shootout::tumble: