socksuke_uchiha: (deflower me)
socksuke_uchiha ([personal profile] socksuke_uchiha) wrote in [community profile] rpanons2017-06-23 11:09 am

touch some fucking grass it's internet barbies

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(Anonymous) 2017-07-07 06:38 pm (UTC)(link)
I'm flattered you'd want me as your comod, but right now the only way you'd get me as your comod is if you knew me already and asked directly, or if you got me into your game, I got invested, and then you asked.

And just in general...I'm not sure if it's a good idea. I'd like to think I have good ideas, but the really important thing in regards to picking your comods (especially if you're The Head Mod looking for your first supporting mod) is finding people who you get along with but can also balance your shit out and aren't afraid to. So if you're a hardass they're soft. If you're soft they're a hardass. If you're focused on the details they're more involved with the big picture, and so on.

I know a lot of mods, both of successful games as well as games that imploded, and OOC mod chemistry is really important. I can't say this enough.

Anyway, going back.

Here's what I'd do if I were you:

1. Write the world.

2. Grab a small handful of people (the sorts of people you'd want to app to your game, even if those specific people ultimately don't) to give you feedback. Not rpa at this point. We're not all fucking morons, but you'll end up with five people who want Pern, five people who want Dungeons and Dragons, five people who want random sex elements tacked on awkwardly, five people who wouldn't app into an AU game but this sounds cool so if you could...? You get the idea.

Anyway, ask the people you choose if this sounds like their thing, how hard is it to come up with AU ideas, and so on.

3. Based upon their feedback go back and revise some details, clarify others, make others vague (generic trader guilds exist in XYZ and players can come up with their own without asking the mods), and so on.

4. Then, once you actually have an idea of the world, then worry about roles and structure and so on. Right now you think nobility is a big deal: maybe once you're done writing it up you realize nobility is more courtesy titles and the real IC power is with the dragons, so being a baron son of blahblahblah means nothing. Or that actually, now you think about it, it makes sense for all apprentices of the dragonkeepers to have a thorough grounding in the various roles before they specialize so it doesn't matter if you've got 5 breeders and only 3 saddlemakers (or whatever) as those breeders would have a thorough grounding of leatherworking and can ICly double as that.

And then plot also comes from this. Once you know how characters are likely going to be AUed you can consider what sorts of plots you'd ideally want them to run, what obstacles they'd encounter, and come up with game structure that can support them.