rpanonmod ([personal profile] rpanonmod) wrote in [community profile] rpanons2013-05-02 06:10 pm

Nobody flicks me in the butt without my consent

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Re: magic/military game update

(Anonymous) 2013-05-04 08:55 am (UTC)(link)
- Maximum of 25 players.

welp, so much for this game

Re: magic/military game update

(Anonymous) 2013-05-04 02:21 pm (UTC)(link)
why do you say that?

Re: magic/military game update

(Anonymous) 2013-05-04 11:10 pm (UTC)(link)
This game is all about politics, with multiple multiperson factions, room for OUs, AUs, and OCs and plenty of creative space for the player to spread their wings in. Putting such a tiny cap on the number of players aggressively limits the plotting potential. Not to mention it puts a stranglehold on the games ability to grow. If the game ever gets popular to the point that the player cap will be expanded I can pretty much guarantee there's going to be a clique consisting of a large chunk of the original players. Not to mention that everyone who happily signs up for the game expecting it to stay small forever will be pissed if the player cap is ever expanded.

The mod's best hope is to find someone willing to help comod or at the very least maintain a system that allows for the game to grow in a controlled way. Maybe the first 25 players can get in normally, but any players after that need to be invited by a current player.

op

(Anonymous) 2013-05-05 12:07 am (UTC)(link)
Well, like I said, I'm willing to increase the cap if I have a reliable and involved comod, but it's pretty tough to find one of those. Rather than risk having a game that I can't handle on my own, I think it's safest to start small and see how thing go. Going invite-only after a certain point is a definite possibility.

I do want to run a small game, though. My modding style depends on me knowing the players (at least casually) and understanding what they want to do with their characters. I like to work with players to coordinate ideas, not just throw up a couple of events and call that a gamewide plot. That's not something I feel comfortable doing for 50+ people while I'm also trying to read apps, manage the rest of the comm, and play my own characters. In the past, I've been in (and modded) several small political-themed AU games that have successfully pulled off big, heavy, complex plots with 15-20 players and 50-60 characters.

Re: magic/military game update

(Anonymous) 2013-05-04 03:39 pm (UTC)(link)
I like the idea of a small game where players have a chance to get to know each other and work on plots. It seems like big games are just slice of life between the events.