rpanonmod ([personal profile] rpanonmod) wrote in [community profile] rpanons2013-06-25 08:51 pm

Bless your heart

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Re: Condemned

(Anonymous) 2013-06-27 10:54 pm (UTC)(link)
Question for you, Mod of a game Anon:

How much time does Modding take per week on average if you have a team of helper mods?

Re: Condemned

(Anonymous) 2013-06-27 11:11 pm (UTC)(link)
I mod a fairly large game and one of my main responsibilities is running the plot. I do other mod stuff (maintaining pages, processing applications, etc) but the biggest time sink is plot. When we're doing apps, I'll probably spend a few hours each day processing them. This process fluctuates just depending on what kind of apps we get, whether its stuff I already know or completely new stuff. To me, this is the easy stuff.

The plot stuff is different. It's good to have a partner in crime because you need a bouncing board for your ideas to be developed and for someone to say, "Whoa, don't do that, the players won't go for it!" This back and forth is pretty time consuming. So anytime we do anything plot heavy, it can take two, three, or more hours just discussing it, writing it out, and tweaking the idea. Even regular events are kind of hard to put together just because of the effort to keep things fresh and original.

Even more time goes into it if I include an NPC for the plot.

So on an event-week? I put a whole lot of time into it. And it's not just the time put into it, but it really saps your creative energy. So even though I technically could say I have time to run two games, I'd never have the creative energy to do it. It's the reason why half the time I run an event, I end up barely doing anything in it because I'm so sapped that all I want to do is watch TV instead.

In the end, it depends on how many helper mods you have. More helper mods will streamline apps and activity check and maintaining pages, but it can make your plotting a bit slower as you have more people discussing what to do. What I've wanted to do in my game (but haven't had a chance to yet) is be able to switch off who does the bulk of the work when it comes to setting up events. If you were starting off a new game, that would be the way I recommend doing it. Swap events around different plot mods the same way you would writers/directors for a TV show episode.