Badly's an adverb
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Rules:
Do not post pornographic or shocking images.
Do not share private entries, plurks, chat logs, etc.
Do not use this community as your social/political/hatespeech soapbox.
Do not be redundant. One page does not need three or more threads on one topic/theme.
Do not treat this comm like your personal Plurk or Twitter. Off-topic happens, but it should be open for discussion and not just a play-by-play of your life. No one cares.
CONCERNS | RESOURCES
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no subject
(Anonymous) 2013-07-29 03:17 pm (UTC)(link)Personally, I think the size is just fine. And I welcome it getting bigger. I'm tired of being in games where nothing ever fucking happens.
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(Anonymous) 2013-07-29 03:24 pm (UTC)(link)no subject
(Anonymous) 2013-07-29 03:36 pm (UTC)(link)no subject
(Anonymous) 2013-07-29 03:49 pm (UTC)(link)+1
(Anonymous) 2013-07-29 05:06 pm (UTC)(link)no subject
(Anonymous) 2013-07-29 07:00 pm (UTC)(link)I'd rather take away from the expanse the setting suggests than have the game be ruined entirely when it's very difficult to have a plot heavy game with as many players and characters as we have now and the mods are obviously already highly overwhelmed.
da
(Anonymous) 2013-07-29 07:12 pm (UTC)(link)Re: da
That said, the info for the game says that setting may shift away from Locke in later arcs. Maybe a character cap could be pushed out with the scope of the game.
ayrt
(Anonymous) 2013-07-29 08:43 pm (UTC)(link)that was shifting blame. the implication was the that the mods have been slow because there are too many players, which is bs because plenty of other games handle larger volumes of work.
character caps are only purposeful in games where the basic premise could be broken by having too many people in the game. Save the Earth doesn't have a premise like that.
+1
(Anonymous) 2013-07-29 11:37 pm (UTC)(link)OP
Whoever else commenting isn't me.
da
Re: ayrt
(Anonymous) 2013-07-30 01:04 am (UTC)(link)no subject
(Anonymous) 2013-07-30 01:55 am (UTC)(link)bam
done
no subject
(Anonymous) 2013-07-30 09:12 pm (UTC)(link)it's been a jamjar ever since
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(Anonymous) 2013-07-30 02:00 am (UTC)(link)So basically, you're an elitist cunt who despises the idea of new canons ruining your precious little game, is what I'm seeing from you.
da
(Anonymous) 2013-07-30 03:32 am (UTC)(link)no subject
(Anonymous) 2013-07-30 06:36 am (UTC)(link)And above anon's point is quite lost considering that Cape and Cowl has been known as a shit game for years now and definitely not a plot heavy one. In its heyday maybe, but that is long gone between it growing too large and other issues.
da
(Anonymous) 2013-07-30 07:14 pm (UTC)(link)Re: da
(Anonymous) 2013-07-31 12:38 am (UTC)(link)Re: da
(Anonymous) - 2013-07-31 19:05 (UTC) - Expandno subject
(Anonymous) 2013-07-30 11:38 am (UTC)(link)no subject
no subject
(Anonymous) 2013-08-01 01:04 am (UTC)(link)/shrugs, character caps
/goes back to wondering why this is a big deal
no subject
(Anonymous) 2013-07-30 04:07 am (UTC)(link)App slowdown could be resolved with a change in the current system - an exclusive app team, a few extra hands, etc. The apps are run on a rolling admission system, so it's not as though all the apps flood in at once, so having a few helpers who deal just with that, and who manage to clear a few apps a day would keep it moving.
Mod burnout can happen no matter the size of the game. Yes, having more players can lead to more problems, but I've been in games with as few as six or seven players where the mod had a breakdown in responsibility. It really depends more on the mods than the number of players or characters.
Perhaps you would be willing to sacrifice setting for convenience. Personally, I believe it would be a great group effort to support a larger character base and make the plot work. I'd really like to see that happen, and I think if everyone pitches in to keeping the flow going, it can! We just have to work as a team all telling a story, every little piece coming together. It shouldn't matter how many pieces we're working with; a 500-piece puzzle is as pretty as a 50-piece one when it's all put together, and the former has a lot more sense of accomplishment than the latter.
Aaaand now that I got all flowers-and-rainbows shiny hopeful there, let me say I realize that's something of a pipe dream. Of course it will take a lot more effort to get more players to play together. Of course it won't always work out perfectly.
But isn't it worth it to try? Isn't it better to try and fail than never try at all?
+1
(Anonymous) 2013-07-30 03:39 pm (UTC)(link)