socksuke_uchiha ([personal profile] socksuke_uchiha) wrote in [community profile] rpanons2025-02-01 09:20 am

we can cuddle and have deep convos about our trauma

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OP

(Anonymous) 2025-02-24 11:57 am (UTC)(link)
I guess I don't see a need for threads to be finished before you can move on. There's no more a time limit of a quest thread than there would be for a slice of life thread. It's not D&D, where exact details matter, you can put up the ‘fend of the alien invaders’ event and the ’celebrate the defeat of the alien invaders’ event on the same day, because the assumption will be success for most situations. The quests are just vehicles for CR development.

Re: OP

(Anonymous) 2025-02-24 12:07 pm (UTC)(link)
ngl this type of reply where you mansplain roleplay in response to getting feedback is not conducive to getting further feedback

nayrt

(Anonymous) 2025-02-24 12:54 pm (UTC)(link)
i am not among them, but there are some people who don't like to handwave or to count anything as canon until it's actually played out. giving those people a little more breathing room gives everyone more time to play things.

Re: OP

(Anonymous) 2025-02-24 03:05 pm (UTC)(link)
I'm gonna third the folks above and just recommend offering a little more time for people to play out an event.

Something I've seen various mod teams do is set up an ooc plotting post for wrapping up the event, with topic headings – "ppl who hacked the alien computers", "ppl who stormed the alien ships", "ppl who traded cross stitch patterns with the aliens instead", etc – and then use the player input to flesh out details in your event ending log.

Even if you have a specific end in mind, this can help players feel more involved and less like they're being railroaded/just observers to the mods' rp.

Re: OP

(Anonymous) 2025-02-24 03:45 pm (UTC)(link)
This is an easy way for me to know not to waste my time tbh. If the mods don't care about the event enough to even let it breathe, why should I? If the event already has a clear resolution why even bother to thread it out? Clearly my character's actions have no bearing on what happens. Why is success the assumption? What if the characters could fail and the setting big bad swaps the setting to something different because they lost? This seems like a huge missed opportunity to do something creative instead of the most boring, no stakes outcome possible.

What will happen is no one will bother doing the "stop the aliens" prompt because it's pointless and they will assume they will get left behind if their threads take any time at all because the game is being speed run for some reason.

I know that the setting being swapped and mixed up is supposed to be a gimmick, but you're not offering anyone anything to work with by rushing it. Shoving as many dumb dwrp tropes into one game as possible could potentially be interesting, but not like this. If nothing else, the CR you want people to develop needs TIME to happen.

+1

(Anonymous) 2025-02-24 03:52 pm (UTC)(link)
op, i think you're misreading how much current playerbases typically want to feel events have stakes and their characters' actions influence the course of things. i'd definitely not just assume everything has a successful outcome (or at least not broadcast that). otherwise, people will simply be demotivated to tag into most of the plot-linked events and prompts and increasingly stick to SoL situations.

(Anonymous) 2025-02-24 04:51 pm (UTC)(link)
DA

I join games for the CR and the sillies, not necessarily with the goal of somehow impacting the setting in a meaningful way with consequences and expectations. That doesn’t even cross my mind, it means so little to me.

That being said, for those who actually enjoy that aspect of games and want to feel like they matter, it feels like a strange mash-up to have a game that’s mission focused, but also has the outcome of the missions pre-determined. I think this anon is right in saying that if missions really are a focus here, they should be A FOCUS.

Otherwise, I think more general bi-monthly events that have pre-determined outcomes are fine. Like, regardless of what characters do, the setting is going to change, and they just have to accept the new setting each time and integrate themselves into the culture of Farm World, or Zombie World, or whatever.

+1

(Anonymous) 2025-02-24 06:24 pm (UTC)(link)
also, I hesitate to add but have to add: if the setting swap happens on a regular schedule, you'll naturally end up with the characters potentially - and legitimately - guessing that they're going to shift again and ceasing to engage with the plot at all because why bother? I know it's still something of a sticky situation, how much is IC figuring out a pattern versus OOC knowledge, but the gimmick is at its core a double-edged sword. I heard complaints about, shit, some game that started with an S, that basically had monthly missions into alternate dimensions with a side of memloss/AU? Because it was too much all at once and no one could ever finish threads before they were yanked back to middle space. It still had a buffer month between missions and it wasn't enough, plus characters started to sit out missions and SoL in the shared space because they didn't feel their efforts had any impact.

OP, I applaud efforts to shake up the plot landscape, we need it, but you really gotta workshop the gimmick a lot more.

Re: +1

(Anonymous) 2025-02-24 06:38 pm (UTC)(link)
synodiphoria or something I think