I don't like chips rly
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Rules:
Do not post pornographic or shocking images.
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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.
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Re: TU SHANSHU
(Anonymous) 2014-04-14 04:16 am (UTC)(link)And on top of that, I feel like the missions and the current plot are too much of "this is what will happen" and there's not enough opportunity to plot for your character and their development. I really hope the game picks up steam because I love it and the mods are clever and I don't want it to die prematurely.
Re: TU SHANSHU
(Anonymous) 2014-04-14 04:26 am (UTC)(link)i remember the missions the groups did back when the turtle was sick. the players got to talk and vote on what their characters decisions would be before knowing exactly what outcomes those choices would cause. maybe that kind of thing could be helpful in letting players feel like they have more control.
Re: TU SHANSHU
(Anonymous) 2014-04-14 04:35 am (UTC)(link)I think it would help for the missions to be less "you do X in Y scenario" and feel more like they have efficacy to the characters as opposed to just something to do? I feel like that first mission with the sick turtle (tho I admit I was new to the game at the time) I think worked well because the characters had some stakes in the outcome while the missions feel very much like side missions.
So I think that's a big thing is making characters and thus the muns feel like they have stakes in participating in these missions. And I feel like the way it worked before with picking choices, you could kind of plot out your characters development. So I think a big thing is that the missions could be structured more to develop the characters instead of, as said before, just being something to do.