rpanonmod ([personal profile] rpanonmod) wrote in [community profile] rpanons2018-10-20 10:50 pm

generously pack butt with peanuts & carrots

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(Anonymous) 2018-10-22 06:38 pm (UTC)(link)
real talk: i don't think we'll ever have another game like eachdraidch. or however it's spelled. as much as people try to make factions and quests a thing (like el nysa), each-whatever proved that kind of game is draining as fuck from a mod perspective and that level of interactivity isn't sustainable. The time skip was met with a lot of pushback and then the game itself didn't even get an end game. people just stopped posting.

there's also the fact that as much as people say they want a game like that now, there's a reason why games like duplicity are getting more attention and why a game like el nysa (which is the closest to each i can think of) is slowly dying and bleeding players.

i think people need to take off the nostalgia glasses they have about old games that have come and gone and really ask yourself what kind of game you really want and would be willing to actually app in the first goddamn round instead of going "well, i'll wait and see how the first month goes" and then stick it out with instead of chasing whatever new shiny is rolled out.

(Anonymous) 2018-10-22 06:46 pm (UTC)(link)
...that IS the game i really want. i love high fantasy, i love exploring maps, i love a world that feels like it's living and breathing vs. shat out in two minutes. you're right that it's a lot of work and everyone who WAS in eachdraidh knows the mods burnt out, but it doesn't even need to be that on that big of a scale. and if you can get competent people who aren't wankers hiding under anon/blatantly pandering to their friends like the each mods were i think it could be managed, though i admit that's a tall order these days.

games like duplicity are getting a lot of attention because they cater to the lazy and they're easy to bandwagon into. idk why you separated el nysa out as it went through EXACTLY the same popularity cycle as duplicity, and duplicity is going to decay and die exactly the same way. i do agree anyone taking the wait and see approach can fuck off, especially if they come in whimpering to closing announcements "WEH but i was totally apping next month". no you weren't.

(Anonymous) 2018-10-22 07:05 pm (UTC)(link)
What do you say then about those who believe a world/city/whatever is being made too complex because of descriptions provided? That they're too detailed or flat out unnecessary? I want to make sure a potential player 'sees' the same thing or nearly the same thing that I do because it can become important later. Where is that line for someone who wants the exploration factor versus becoming needlessly complicated?

(Anonymous) 2018-10-22 07:50 pm (UTC)(link)
"Block out descriptons"

There's a dense forest surrounding the settlement, but a clearing that is unremarkable is located in the Southwest, there isn't a true path to it any longer but the forest growth indicates where one might have been.

Most of the buildings are squarish and the town prefers faded colors, primarily in blue and gray. The general store is marked by a large and welcoming sign.

In the old district a building stands in reasonably better shape than the rest, but is completely abandoned.

Those are some super broad stroke examples, but you can list things you will want people to know later, and if you prefer, list a handful of red herrings so people don't automatically know what's important and what's for flavor.

You can also encourage people that do want to explore to request a more detailed layout in exchange for them discussing where they want to go, etc. But you'd have to find a balance on how much detail vs how much discussing because that can be draining.

You can also list some commonly found planets, animals, phenomena, structures, etc. to allow players to build as they go.

da

(Anonymous) 2018-10-23 03:26 am (UTC)(link)
does it add anything important to the thread or plot? if not, who cares? why include it?

(Anonymous) 2018-10-22 07:09 pm (UTC)(link)
even if we had mods with time to do the shit and a game cap, the big problem with eachdraidh was the faction stuff. people want PC vs PC instead of PC vs NPC and honestly i don't think that's something that can work in dwrp unless you go full AU.

(Anonymous) 2018-10-22 07:24 pm (UTC)(link)
Agreed on the full AU, and that's a great concept that I've seen work a couple of times, but people don't wanna AU which is frankly lame.

(Anonymous) 2018-10-24 04:13 am (UTC)(link)
it is a shame! i would love to see a real actual AU game again, but no one seems to want to put out the effort to write an AU history. which sucks, because it's effort once and then you get to build on the barebones of what is basically an OC you built out of the parts of your fave you find most interesting. which is the best thing ever tbh.

(Anonymous) 2018-10-24 12:50 pm (UTC)(link)
It's not even that at all, people have reverted to only wanting to play canon situations with castmates, which is frankly even more lame. I don't want to sit and rehash canon with you and everyone else, I want to go and stretch my character's legs outside of the canon. Which as you said, AU is the best, easiest way because then I'm not even chained down by canon problems if I don't want them.

(Anonymous) 2018-10-23 04:57 am (UTC)(link)
i think you're right. and the problem with pc vs pc is it's extremely difficult to moderate, what with how many whiny children we have in this hobby who can't stand to have their precious fav ever be wrong about anything.

+1

(Anonymous) 2018-10-24 12:53 pm (UTC)(link)
I have someone I'm in a game with that's super fun to thread with, but I will never, ever RP combat with them because they specifically play characters that basically can not lose.

(Anonymous) 2018-10-22 07:22 pm (UTC)(link)
El Nysa was just a playground for the Mods and when players can't allow their characters to make an impact in a mandatory plot; people get disinterested.

I'm also going to point out mod burnout happens when they have to completely carry the game. The problem with an open setting to allow for players to help carry is...they don't. It always, always turns into slice of life because people don't want to make the effort and we've all seen this happen time and again enough that mod teams don't want to try adopting that model any more. There are thousands of reasons to make in favor of trying it again, and just as many to keep things as they are.

+1

(Anonymous) 2018-10-23 07:27 am (UTC)(link)
most players are lazy and don't want to be bothered putting in the effort or deal with any negative consequences which is why they prefer playing sol even if they claim to hate it

the players that do step up and engage with what the mods give them inevitably get wanked on by jealous lazy ones for "hogging the plot", "making everything about their character", or the old favorite, "they're too active"

mods can add a mission system to the game to let players run their own adventures complete with locations and npc monsters and it'll hardly get used because it takes more work and creativity to play that out than rping a coffeeshop run

i loved the plot creation part of modding but it was so frustrating trying to get players to actually DO anything with all the content we put time and effort into that they claimed they wanted

it's no surprise a lot of people like me who were willing to run plot-based games gave up on ever trying again