@mangosplitz said in MU Peeves Thread:
With the exception of one open scene in late December and two scenes for a specific group to advance their plot in October, the last staff run scene of any kind open to anyone who wanted to join was in the middle of September. It introduced a really great plot twist that players were eager to engage with, but unfortunately staff had various things happen and so it kind of went dormant since September.
That’s a pretty fair clarification. Was it communicated at all that they were taking a break? Was this a big departure in pacing?
It helps when staff is clear with players about setting expectations. Staff can’t read minds; neither can players. Communication is valuable on both sides. WHO KNEW?!
I’ve run games where we were clear that certain periods were going to be focused on staff run plots and then other periods were set aside for reactions, PRPs, and staff regen. I’ve also run games where I idled for months because I got distracted by something else and players were left in limbo. Guess which one worked better for me, as staff, and for them, as players?
As a player, I’ve also been in and seen others in the position of having stories languish for 6+ months, years even. It’s hard to keep up momentum. It sucks.
I think it just comes down to setting those expectations. And as easy as it is to say that, I think many who staff out there (myself included) are going to overpromise and underdeliver. We don’t always realistically consider what we can do, or what is going to come up. The number of players eager for people to run a story for them almost always outstrips the people who are there to runs story. That’s a problem I wish I could solve.