socksuke_uchiha ([personal profile] socksuke_uchiha) wrote in [community profile] rpanons2025-03-01 07:58 pm

like a little hamster who stuffs a bunch of toplevels in its mouth

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(Anonymous) 2025-03-02 01:22 am (UTC)(link)
gasps

i've never been this early

RP WOES

(Anonymous) 2025-03-02 01:29 am (UTC)(link)

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LETTERS YOU'LL NEVER SEND

(Anonymous) 2025-03-02 01:32 am (UTC)(link)

RP WOWS

(Anonymous) 2025-03-02 02:00 am (UTC)(link)

(Anonymous) 2025-03-02 02:17 am (UTC)(link)
cute post title

Modding and DWRP

(Anonymous) 2025-03-02 02:49 pm (UTC)(link)
Since there's been a few dramatic examples of mod burnout recently, I'm wondering about ways that DWRP could pare down what's needed from mods in a way that makes it easier for people to start a game, and keep one going. Not that you can ever completely eliminate flaking or burnout, but it feels like games get into a death spiral of because the mods can't really be flexible without there being an outsized impact on players, with things like TDMs going up or events starting.

What things have current/former mods found the most difficult to maintain and wish could change? For players, what are some modding conventions of DW games that you think could be changed without losing things you like about DWRP?

A small starting example: I think the thing of mods having to edit their reserve/app pages to say Open/Closed is a nice thing to do, but it's not really useful when the schedule for those things opening is usually posted on both pages.

A broader example: how important is it to you that game events happen on a regular schedule, like going up on the 1st of the month?

Games settings you want to see

(Anonymous) 2025-03-02 05:42 pm (UTC)(link)

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