Someone wrote in [community profile] rpanons 2025-05-25 11:24 am (UTC)

fwiw anon I'd start distinguishing between communicating ooc and planning out cr. Above anon is definitely right about tagging out being the best way of just making things happen, but I think you'll be able to find a balance if you focus on planning out starting prompts for interaction with other characters. OOC plotting doesn't have to be more extensive than "I see your character would be doing x for event y. Since my character will be doing x as well, we should start a thread and see what happens!" And then bringing your own character's active goals to the thread to keep things moving.

But also... yeah, if you're particularly focused on negative CR, communication will be key, because badly executed negative CR can ruin a character's playability, the game environment, and more. The point of ooc conversation in this situation is to prove that you're not going to be selfish about chasing your own fun at the cost of others', and that you're actually capable of keeping the game's tone and format in mind.

I'm a player who loves negative CR, but I've been burnt before by other players who think that negative CR is just their character pulling the same dramatic selfish shit over and over, without consideration for the fact that the IC response to that is eventually going to be dropping them as a social connection when they refuse to change. Or when it comes to things like murdering or attacking other characters, locking your character in a closet forever. Also, while one dramatic duel or surprise killing can be fun, repeating the same exact fight four times is just as boring and frustrating as all the other stuff you end up handwaving. So yes, my initiating negative cr now will always include an ooc discussion of how to deescalate the conflict if needed, and how to continue to make it viable in the long term.

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