On a totally different note, I've been really disappointed with a few of the attitudes I've seen in the past few weeks of League of Learning, and last week (11/1) was especially bad. I've noticed a trend that when a game is going poorly someone will say "Let's ff, there's nothing to learn from getting smashed" (or something along those lines). While I have certainly felt this way and understand the sentiment I think it runs counter to the spirit of the event. Given our skill levels (especially in the lower elo game I play in) wins are almost never guaranteed and comebacks are possible. This sentiment appeared in both games last week when an enemy assassin got fed, and a (squishy) carry decided that the game was therefore over. A friend of mine participated in the event and when I asked him about joining MadCast he said "If that's what my Thursdays would be like then hell no. [The team attitude] was miserable."
There's several factors here to examine: first, I never want to hear that participating in a MadCast event was "miserable" for anyone - member or associate. There's been a lot of discussion around applicants and what it takes to be a member here, but none of that matters if associates have bad experiences with us and never apply or just leave. We should be just as fun and welcoming in-game as we are outside of it.
The second and third factors relate more closely to the event's goal: playing from behind and dealing with a fed opponent (esp. assassins). I think playing from behind is just as important a skill as any other and should be treated as such - even though it's less fun. Forfeiting early not only prevents learning to play from behind it also keeps the team that's ahead from practicing building their lead, playing around fed teammate(s), and closing out the game. Dealing with an enemy that got fed early is also an important skill that feels underrated. Both games last week featured a fed assassin and 2 winning lanes (kha'zix, top/mid in game 1, leblanc, top/bot in game 2) and a strong lead for the other team (viktor/ezreal game 1, graves/galio game 2). There were opportunities to play around the winning lane(s) and mitigate the assassin's control of the game, but these weren't taken because we disagreed on the best way to do so. This series of events (assassin gets fed, takes control, opponents don't/can't play around it, game spirals out of control) is a trend I've noticed pretty often in the lower elo games, and I think it could make a decent topic.
Other improvements to the event are hard to make if participants don't enjoy it, and learning certainly won't happen in such an environment. I think there should be emphasis on having the correct mindset for a (semi-)competitive game of learning and improvement as well as on playing the game and the week's topic. That way we can all learn, improve, and enjoy ourselves - win or lose.
Edit: I think a contributing factor (last week) was the rush to get into game quickly. Several people had expressed feeling there was too much time between games, but last week it got in the way of proper team balance as the prevailing sentiment was 'it'll be fine, just start the game.' I think we can balance teams and still get into game quickly without sacrificing participant experience.