There is a much larger issue here that most seem to not get. This is a game. The game is meant to be fun, both for the Players AND the GMs. Aerandir has spent alot of time setting up interesting and challenging invasions. And he is fustrated by the sudden appearance of alternate characters which ruin his best laid plans for a well-balanced invasion. And who can blame him when the complaints begin to roll in?
We all know what we would like that would make the game more fun for each of us, but has anyone asked themselves, "What can I do to make this more fun for the GMs?"
Two things that I have discovered that the GMs like:
1. Role-Play.
Do NOT talk about anything outside of MT that does not pertain to this world. Pretend like your character is real and alive. I role-play the random "freezes" that happen every time I play as an old head injury. Ariel moans and holds her head as she comes out of the "black out". I also role-play Ariel as someone who has escaped from Puddleby. She does not know how she reached Arilon alive, nor does she know the way back. Ariel simply believes she has landed on another land "somewhere" else in the world. And she is very glad to be here. I know this is a grey area in regards to the GMs, so I limit what I say.
Several times I have spoken OOC and been reminded by the GMs to stay in character. I resolve to do as they ask. So if someone starts speaking OOC, I will act stupid (which is not too hard for me

. I will also NOT reply to, act upon, or gain knowledge from, someone who /ponder a thought. Ariel cannot read minds. To respond would be completely out of character.
2. Teamwork
We have a very small population, we must work together. Here is a "Thought Experiment":
There are six fighters in town when an invasion begins.
3 low circle
2 medium circle
1 high circle
In terms of "Hitting Power" and "Damage Dealing", the one high-level fighter may represent a significant percentage of the total fighting power available to counter the invasion. Let's say he/she alone represents about 50% of the total strength.
If the high-level fighter goes out alone and does not wait for the rest, the total fighting power to attack the enemy is reduced by 50%. And if said fighter runs away from the rest of the group to chase after big monsters, again the fighting strength is reduced by 50%.
By the time the 3 low circle and 2 medium circle fighters are healed up and ready to charge out again, the high level fighter is now returning to the Healers for a heal-up. This leaves the the rest of the fighters with less strength when they charge outside, because now the highest level fighter is unavailable.
Individual heroics are great! I love to see them. It just makes sense to fight together because we are stronger that way. But let's fight smarter, OK?
During the big invasion, I kept shouting for all fighters to rally around Rion. Why?
Only Rion has a sword that can actually hit Dor'shak. If Rion were to fall, it would be a simple matter for the enemy to just reach down and take his sword away. It's that easy. Ask Mordor sometime about stuff taken while you are fallen. If Rion loses that sword NO ONE can hit Dor'shak!
Fighters, get in a group and stay that way. Move together as a single unit. Do NOT go in every direction chasing wounded monsters. Stay together. Wounded monsters can be easily "mopped up" as a group.
Protect the Healers! I will not let the healers get pounded into the dirt because I want a tag. I will always break open a trap if our healers get attacked by something big and nasty and they need help. Sure a tag would be nice, but if I must choose, Healers always come first.
Whew!
Lets make this fun for everyone, especially the Game Masters! I will try my hardest to make my playing as enjoyable for the Game Masters as I possibly can!
~love, Ariel ^_^