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  • RE: Real Life Struggles/Support/Vent

    @Snackness God. I’m so sorry for you and your family. 😞

    posted in No Escape from Reality
  • RE: The 3-Month Players

    @Faraday said in The 3-Month Players:

    @Trashcan said in The 3-Month Players:

    I also don’t agree that all players want to stick on a game but the game fails them, and I don’t agree that you can make the game so shiny that these people will stick when they would have otherwise gone off to the new shiny thing. Some people are 3Ms and that’s just the way they are. You can make the greatest, most inclusive, most content-having, most relationship-building game anyone has ever seen, and they will still wander off to check the next up and coming game.

    Just because the game isn’t meeting their needs, that doesn’t mean that the game failed them. There’s no conceivable way that a game can appeal to every single MUSHer out there, because many of us want different things out of a game.

    There are many reasons folks move on from a game. I’ve just seen zero evidence that there’s some kind of ticking 3-month clock (where they’ll move on just because of “novelty” if the game is otherwise a good fit for them) built into the majority of MUSHers. YMMV.

    I agree with this.

    I think the “Bubble” is basically just what happens when a whole bunch of people try something out. Think about any sort of “trial” or “demo” program you’ve ever been involved with - if there’s something ‘hooky’ about it, then you’ll absolutely get a lot of people who initially show up to try it out–but the majority of them are always likely to find that it’s just not right for them.

    That can be for a myriad of reasons: some element of the theme/plot is offputting, the active times aren’t when they can play, their friends aren’t interested in playing, maybe the first few scenes they had didn’t go well, or maybe the character they made doesn’t really “fit” either them or the game but they don’t have the energy/investment to make a new one, or heck, life gets busy/stressful and you miss a week of that New Game Activity and you come back and it’s like…well now I don’t know what’s going on and you just don’t have the energy to try and find out.

    Your initial rush of players are “freebies” in some ways, because they will try out EVERY game that’s vaguely in line with their interests. But you won’t keep most of them, even if you offer to send them ice cream or something. What you can do to try and control what parts of that attrition that you can control is a) be ready for that rush as much as possible so that people who MIGHT stay don’t feel neglected or like they can’t be seen among the throng, and b) have an answer for what happens when you lose 60% of that initial rush, including a lot of people who were enthusiastically participating in things.

    Things like the Search rotation mentioned above, or what Arx did with its chapters and broad areas of entry can help sustain a steady influx of people as long as staff can sustain the work involved in those and people can feel like they can have a nice balance of Plot RP and Personal RP.

    posted in Game Gab
  • RE: Why MUSH?

    The big thing for me is a persistent world that I can log onto on almost any schedule and find some synchronized RP with a wide variety of people. I do like the logging and wiki sort of features, but I don’t need them.

    It scratches an itch that nothing else quite does.

    posted in Game Gab
  • RE: Flitcraft's Playlist

    @Flitcraft OMG EDDIE. It’s good to see you again! I was Thomas at Darkwater. Not playing anywhere now, but glad to hear you’re doing well!

    posted in Pals and Playlists
  • RE: Lords and Ladies Game Design

    Another random thought:

    PCs should not be at the highest levels of power. There are a few reasons for this, mostly related to the nature of players.

    1. The people who most want to be “in charge” of other PCs are generally not the people you actually want to have that power. And often, they want it as an achievement…and once they get it, they disappear.
    2. If your game relies on themes (like, say, conflict between factions or internal societal tensions) then you should not rely on PCs to enforce those as leaders. Most players won’t enforce theme, and the ones who do often end up burning out and miserable because they’re thrust in a position of “fun police” that isn’t actually very fun (ask me how I know).
    3. “Good” leadership is actually not great for the game part of the game. Leaders who try to make friends, decrease tensions, and set up long-term successes push things towards stagnation. PC leaders who lean into creating thematically-appropriate conflict often catch whole loads of shit from other players. NPC leaders only have to make decisions that are aimed at making the game fun/exciting/tense for everyone - PC leaders often make decisions based on what they feel will make other players like them, or just get off their back.
    4. Likewise, absent or rapidly rotating leadership makes it hard for players to have continuity of play, and PC leadership positions usually exist in a state of either functionally absent or flipping through PC leaders like a rolodex as new people show up, burn out, leave.
    posted in Game Gab
  • RE: Lords and Ladies Game Design

    I am not going to live up to @Roz 's praise of me, but I do have thoughts. So many thoughts. I will not share them all.

    But I will say that I absolutely agree with what was up above - you need to distinguish what matters to you about a L&L game. I want a political game, and my biases are towards systems that promote and perpetuate a political game. The degree to which lords, ladies, fancy balls, or fashion are involved is very irrelevant to me. In fact, one of my never-gonna-happen “would love” MU* games is a political game centered around a free city with power split between elected citizens, powerful merchants often from outside the city, crafting guilds, and the mercenary forces the city needs to keep from getting eaten by outside powers. Balls and parties would probably still be involved, but they’re not the draw to me, even though I know that they are the primary draw to a lot of other folk. The Prince/ss fantasy is real and valid!

    That said, my other bias is systemic - I absolutely think you need a mechanized system for political play so that people can risk actual (in game) resources on their goals, and gain or lose those resources. But if you’re looking to make a sustainable system, it also has to be cyclical and avoid either the death spiral where a character can lose everything and have no way of getting it back, or the dominance spiral where someone can amass enough power that they effectively will never be able to lose enough power to fall off the top spot. Players are going to naturally try to accumulate all the power and influence they can in a game, and while some folk absolutely do play “for the story” and will set themselves up for major losses or reversals, those folk are not a large enough segment of the population to keep a power structure from stagnating.

    There are a lot of different ways to build a system - dice are easy, but it doesn’t HAVE to involve dice. But my three principles for it are:

    • There has to be meaningful in game stakes involved that PCs have influence over. (Maybe not sole influence, but PCs need agency.)
    • There has to be scarcity in resources so that no one PC or group of PCs can be self-contained.
    • There has to be mechanics to resolve meaningful conflicts and the loss/gain of resources.
    • There should be mechanics built into the system that make it hard to maintain dominance or be stuck in perpetual failure. Floating somewhere in the middle should be relatively easy for those players who really want to just play fantasy rich people and hang out.

    The specifics of what those things LOOK like? There’s five million ways to do it, you just have to think about what conflicts you want to promote and what resources you want players to focus on.

    posted in Game Gab
  • RE: WoD/CofD/Supernatural Games, One Splat or Many?

    My preference is one + empowered mortals (can be supernatural, can just be political/police power in a setting where that has teeth and matters), but a small, selective duo or trio of spheres can be fine if you genuinely have support for those spheres.

    posted in Game Gab
  • RE: Metaplot: What and How

    @Roadspike said in Metaplot: What and How:

    Players were welcome to run general combat scenes, and if they wanted to try out something particular, we asked that they check in with us first.

    How often did you get players running things? If you made it a percent, how much was staff-run vs. player-run? I like the idea of seeding things with player-plots by giving them tidbits to include, but I wouldn’t say I’ve been very successful at it yet.

    We closed down before we could get to fruition on that story thread, but we had a dozen or so players chasing it and looking to impact which NPCs had power and influence on the Crown Council. That in turn would have impact on how the war was prosecuted, as well as how efficient the Crown was at prosecuting it.

    Respect. It sounds like you had a lot going and I’m curious how it would have played out if you were able to continue. Did you get a feel from players or any feedback as to how the political side worked for them?

    @Warma-Sheen said in Metaplot: What and How:

    Respectfully, IMHO, that’s because that example doesn’t really sound like a metaplot. That just sounds like a setting.

    LBH’s definition of a metaplot may be different, but it clearly works for them. I’m interested in the whys and hows of different approaches. Keys has found a formula that works well for them. I tend to think of metaplot as a season or series arc and individual plots as being episodes, but I’m interested in how others do it.

    Clarity of scope / meaning / etc. is obviously important. @L-B-Heuschkel and @Faraday have noted it, among others.

    ETA so I don’t double post:

    @Roadspike said in Metaplot: What and How:

    I think that this is an important point: setting and metaplot are different.

    Not everyone agrees on this point. If you look at how Wikipedia defines it, they talk more about what you would call setting. I think metaplot as you are using it more of a TWOP definition. That also tends to be how I think of it.

    posted in Game Gab
  • RE: Metaplot: What and How

    @L-B-Heuschkel That’s a great set up for that kind of play. I’ve mentally filed that kind of thing under ‘Stargate games’, and I think it can work VERY well for games set up for it.

    I’ve tried similar things on games I’ve run, although less as a literal portal to other universes structure and more as in there is a homebase and people can go out and run missions on other planets. (Because my bias was scifi rather than fantasy. You could call them portal games too!) The idea being that the distance should empower people to freely do what they like. I think Spirit Lake played with the portal thing too.

    The problem I’ve run into is that players don’t necessarily feel that it connects back to the metaplot if there aren’t changes to the homebase region or overall story. Is that just out of the scope for your game?

    posted in Game Gab
  • RE: Metaplot: What and How

    @Pavel said in Metaplot: What and How:

    @Tez said in Metaplot: What and How:

    I’m always trying to solve for the issue that there seem to be more people who want to be in stories than people who want to run stories.

    Hey, if you solve this, can you post it all over the internet? TTRPG groups the world over have been trying to solve this since the 60s, and the best we have is cool ranch Doritos.

    lmfao yeah, I’ll make sure to let the world know when I solve it. I almost made a crack about it being the fermat’s last theorem of RP.

    @Roadspike said in Metaplot: What and How:

    @Tez said in Metaplot: What and How:

    @Roadspike TSS, I get. With Fifth World, can you talk more about your metaplot and how the politics and stuff were in relation to it?

    Certainly! I’m (almost) always happy to talk about The Fifth World.

    So the overarching metaplot there was a regularly-occurring and long-anticipated invasion from mysterious-ish forces on an outer-system planet with an elliptical orbit around an inner system with several inhabited and connected planets ruled by knights-in-space.

    There were invasions in particular areas, and updates on the state of the conflict, but with that as a backdrop and a shaping force, there were also politics between the noble houses for power and influence within and over the war effort. Some houses thought that the war should be handled one way, others thought it should be handled another. Some people just wanted power. There were also Citizen-based (non-noble “commoners” but with many, many, many more rights) Senate elections that had an impact on how the war would be prosecuted. There were efforts to raise morale from the home front. There were alliances that were built and fell apart. There were efforts to advance the science and technology for fighting against the invaders.

    Welcome to me intensely digging for more details. Were the invasions handled as GMed scenes? How did you make the politicking real for people? Was it jobs and rolls? Was it all staff run?

    posted in Game Gab

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