His crime is Criminal Negligence, with respect to assumed Command Responsibility as Captain aboard the USS Enterprise.
Starfleet Code Violations: - Starfleet General Order 17 - Starfleet General Order 29
General Order 17 and 29 are concurrent orders. Every member of Starfleet has them memorized: The commanding officers of Starfleet vessel and installations are to consider the lives of their crew members and/or civilian population as sacred; The primary responsibility of the commander of any Starfleet vessel or installation is the welfare and safety of his crew.
More things with crime/punishment theme please! I see that's already cued up, too! I also really like things that take advantage of the malleable setting and would like to propose a dreamscape event at some point, where characters can visit each other's dreams. I prefer events that change the setting or give characters things to do over events that change characters directly (the AU event, Gnosia, etc) but that's my two cents.
I think events with clearer interaction points (organization, tasks, places for characters to participate) could be helpful as well. I'm happy to assist if that's helpful. Individual characters being able to have a direct impact on the setting/plot would be amazing, like in an immediate way -- for example, STEM team's initial terminal hunt plot could've led to a direct change in how this past month's went down. In other words, more cooperative / collaborative plot-building with players would be awesome.
I love the flexibility and openness of the game overall and don't want that to change, but I think having some traction in direct setting impact would boost engagement significantly. Even if it isn't impact on the simulation itself - the older plots with Ketsora etc. are a good example.
Yes, we do have crime/punishment themes coming up!
That's what we would like to happen, though through time and poor planning on our part it didn't come across as we intended. We would like to get back to our "roots" so to speak on that!
If you have any other ideas on how to implement this, please let us know! Thank you so much for your feedback!
1. I don't think event conclusions need to always be a surprise -- that is definitely fun and RP standard for a reason, but if there's a direction you want the game to go or end up at, you could open it up to cooperative plot-building with the players. That really lets certain characters take initiative and shine on their own because they can drive the plot direction where you want it to go. People feel they have impact if their character got to do something important.
2. Similarly, maybe consider deputizing players sometimes to run events, similar to how player plots are run but for game plot events. Essentially, being DM for a month? For example, someone could develop a whole worldbuilding setting for a new town and a plot there and run that for a month or two. Someone wants to run a Krampus plot for Christmas (actually, can I volunteer for this... I'm joking) and you work with them to use the game setting rather than it having to be something a character would do ICly.
3. Plot centric roles or the opportunity to do #2 here could maybe be an AC award to ensure the player taking that on is an active participant in the game.
4. The impression I have right now is that the simulation is a bit "shallow" and the NPCs / in-world locations are a bit false or off. Not sure if that's actually the case or not but it's the idea I've ended up with, and I would really love if the world felt more independently "alive".
For example, in previous games I've written in background reoccurring NPCs for my characters' lives (Toph had a tea shop owner she referenced a few times here, for example, but now I have no idea if she exists anymore??) and I think supporting players in fleshing out the setting as it exists would be great. They can start businesses, but can they get a job at a local place? Can they go to school? Enter a training program? Randomly decide there's going to be an art exhibition? Can they make friends with NPCs and be upset that they're now all suspicious of them post-reset? And so on.
Not sure if this is what you were looking for but these are my thoughts 🙃
I would love these! I think what I'd really love is a stronger sense of place and community, if the setting is going to remain the same -- I find it more difficult to play when I don't get a sense of what daily life is like around events, and having a firm setting (and NPCs) with lots of flavour can do wonders for giving people ample material to play with in-between events. Them not being 'real' makes the stakes seem lower if they don't seem real anyway, and I'm not sure if that unreality is something you guys want to play with as long-term goals, but I find it makes characters less willing to get truly invested in the setting, and it's very useful to have them get attached and form communities regardless. I think it would also be nice for a sense of cohesiveness between events where when things may feel like they're just happening one after the other, but it having a real impact on setting and NPCs in ways other than just their attitude towards the Chosen (or more specific attitudes; hey guys, what was up with that murder spree? maybe instead of just negativity, they're afraid), etc. etc.
This wasn't in Liv's comment, but my other suggestion would be a different spacing out of events. I don't know how anyone else feels about this, but I really love earlier events; posting the AU event early in the month meant I got way more play out of it than I usually do! I find once the months turn over, people are more prone to dropping event threads to play with the mingle/okcindr, and having breathing room to really sink our teeth into it all month for that event was fantastic. If we look at the last event, you can see relatively little play happening vs the hot spring mingle, and I wonder if it being posted & established a little earlier on would have encouraged more play.
Question! If a character has chosen not to take any residence and has just been roughing it outside, would this hypothetical character just end up back in the newbie inn? or would something else happen?
Feedback! I am happy with how open with feedback the game has been so far- I made some faulty assumptions, they were corrected. The mods and players have been really great with communication and talking and that's really helpful! Having a quick summary will help me a lot, too, with a place to read what I should know when it all falls out of my brain. People have been really open to plotting and talking, which is great for such an aggro character.
I can't really say much else about game direction or anything, since I just got here. But overall, I like Expi a lot- Y'all are willing to let me do something stupid like blow up a building right after I get in, there's open communication and talking, and overall I like the feeling that if there is a problem it will be discussed and handled. I want to thank y'all for being so understanding about that!
Thank you for your feedback, though! We are working on a summary and have some ideas on how to execute it, so it'll come back around as soon as we can do it.
We're glad you're enjoying your time here, and thank you for being open as well!
I love this game so very much! You guys have created such an interesting premise that always has a little bit of everything for everyone. Expiation is hands down one of the most compelling games I've seen on DW in a while.
I would agree with Liv, re having more sentencing/punishment-centric events and activities. I really enjoyed the Tower event, and having a vehicle by which to propel character growth. Would love to see more things like that which force characters to confront something they've been avoiding in order to make tangible progress towards their goal (trying to figure out Aldrip). I know we discussed a memory share event, which I'm sure you lovely mods would put an Expiation-style twist on ❤️
Also I know we joked about the hot springs event but that would be a really fun mingle xD
Love you all and thank you mods for everything you do!
Thank you so much for the feedback! We do try to make sure that players get what they want out of this game, to the best of our abilities!
But we do have more punishment-centric events and things in the pipeline! After this AI plot, we are starting to work on our next arc of the fallout after this reset. If you have any other ideas or things to help execute this at a later time, we're all ears!
I have really enjoyed my time in the game and really appreciate all the work that you guys put in. It helps that the game is backtag friendly and I am definitely on the slow side.
However, there are times when the game doesn't exactly feel that way?
I was certainly feeling some pressure in the latest event to try and engage, even though there's a limit to what Tsuna could do. And maybe that's just the result of a network post and the way those tags are easy to respond to as opposed to logs. But it did feel like the end of the month felt like a deadline I didn't think I was really going to make and that backtagging past that might be irrelevant. I know you guys go for State of the Game posts on the first, but this event felt like it could have/should have? had some flexibility to allow for more play time. And perhaps that might be something that should be considered for future events?
Honestly, we felt this too. We've done a bit of self-reflection on how we managed to run this event, and there are some things that we could've done better for sure. If there's any ideas on how you might execute this sort of thing in the future, let us know! We're always down for suggestions.
The only thing I can really think of is keeping that flexibility in mind. I know that the polls can cause things to be a bit more rigid, but with an event like this past one, extending things by even a week or two might have helped to relieve the pressure. It does through the schedule off a little, but I think in the long run, having that space would have made for a stronger event.
Granted, events like this past one are also on the rare side, but I think going forward, budgeting in that room and just saying "okay, we have the ability to extend things if we need to" might help, so that we're not trapped by sudden deadlines or the realization that we blinked and the end of the month is here.
Not much to say other than I agree with Liv that more events dealing with characters' crimes would be fun. Also seconding that I prefer events that have characters interacting with threats vs characters themselves being changed in some way. I just like having chances to do deeper character exploration and while that can happen in the fall-out of mind-altering events it's harder to do while playing in the events themselves.
Just +1-ing Liv here and am also definitely a big fan of events more focused upon the characters and their crimes. I've always been more invested in things that focus upon internal character development personally, so I would also love to see more of those sort of plots if possible!
Otherwise: I know things have been hectic/busy lately both in game and OOC for a lot of folks. Have you guys considered taking on helper mods? I know a lot of people love this game and you guys! A lot of folks would love to assist you, especially in periods where you might be/feel swamped!
We do have them coming down the pipeline, actually! If you have any ideas for further plots we could run, let us know!
Currently, we're not looking for another helper mod. Most of our issues right now is a lack of planning, and now we have so much built up work that we're running a little bit behind. But we're starting to get re-organized, and hopefully if we do that we'll be able to run events like ones we did towards the beginning of the year which are more interactive!
Sentencing sign-ups
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His crime is Criminal Negligence, with respect to assumed Command Responsibility as Captain aboard the USS Enterprise.
Starfleet Code Violations:
- Starfleet General Order 17
- Starfleet General Order 29
General Order 17 and 29 are concurrent orders. Every member of Starfleet has them memorized: The commanding officers of Starfleet vessel and installations are to consider the lives of their crew members and/or civilian population as sacred; The primary responsibility of the commander of any Starfleet vessel or installation is the welfare and safety of his crew.
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Re: Sentencing sign-ups
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Crime: Attempted Destruction of Human Society
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I think events with clearer interaction points (organization, tasks, places for characters to participate) could be helpful as well. I'm happy to assist if that's helpful. Individual characters being able to have a direct impact on the setting/plot would be amazing, like in an immediate way -- for example, STEM team's initial terminal hunt plot could've led to a direct change in how this past month's went down. In other words, more cooperative / collaborative plot-building with players would be awesome.
I love the flexibility and openness of the game overall and don't want that to change, but I think having some traction in direct setting impact would boost engagement significantly. Even if it isn't impact on the simulation itself - the older plots with Ketsora etc. are a good example.
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That's what we would like to happen, though through time and poor planning on our part it didn't come across as we intended. We would like to get back to our "roots" so to speak on that!
If you have any other ideas on how to implement this, please let us know! Thank you so much for your feedback!
no subject
1. I don't think event conclusions need to always be a surprise -- that is definitely fun and RP standard for a reason, but if there's a direction you want the game to go or end up at, you could open it up to cooperative plot-building with the players. That really lets certain characters take initiative and shine on their own because they can drive the plot direction where you want it to go. People feel they have impact if their character got to do something important.
2. Similarly, maybe consider deputizing players sometimes to run events, similar to how player plots are run but for game plot events. Essentially, being DM for a month? For example, someone could develop a whole worldbuilding setting for a new town and a plot there and run that for a month or two. Someone wants to run a Krampus plot for Christmas (actually, can I volunteer for this... I'm joking) and you work with them to use the game setting rather than it having to be something a character would do ICly.
3. Plot centric roles or the opportunity to do #2 here could maybe be an AC award to ensure the player taking that on is an active participant in the game.
4. The impression I have right now is that the simulation is a bit "shallow" and the NPCs / in-world locations are a bit false or off. Not sure if that's actually the case or not but it's the idea I've ended up with, and I would really love if the world felt more independently "alive".
For example, in previous games I've written in background reoccurring NPCs for my characters' lives (Toph had a tea shop owner she referenced a few times here, for example, but now I have no idea if she exists anymore??) and I think supporting players in fleshing out the setting as it exists would be great. They can start businesses, but can they get a job at a local place? Can they go to school? Enter a training program? Randomly decide there's going to be an art exhibition? Can they make friends with NPCs and be upset that they're now all suspicious of them post-reset? And so on.
Not sure if this is what you were looking for but these are my thoughts 🙃
no subject
I would love these! I think what I'd really love is a stronger sense of place and community, if the setting is going to remain the same -- I find it more difficult to play when I don't get a sense of what daily life is like around events, and having a firm setting (and NPCs) with lots of flavour can do wonders for giving people ample material to play with in-between events. Them not being 'real' makes the stakes seem lower if they don't seem real anyway, and I'm not sure if that unreality is something you guys want to play with as long-term goals, but I find it makes characters less willing to get truly invested in the setting, and it's very useful to have them get attached and form communities regardless. I think it would also be nice for a sense of cohesiveness between events where when things may feel like they're just happening one after the other, but it having a real impact on setting and NPCs in ways other than just their attitude towards the Chosen (or more specific attitudes; hey guys, what was up with that murder spree? maybe instead of just negativity, they're afraid), etc. etc.
This wasn't in Liv's comment, but my other suggestion would be a different spacing out of events. I don't know how anyone else feels about this, but I really love earlier events; posting the AU event early in the month meant I got way more play out of it than I usually do! I find once the months turn over, people are more prone to dropping event threads to play with the mingle/okcindr, and having breathing room to really sink our teeth into it all month for that event was fantastic. If we look at the last event, you can see relatively little play happening vs the hot spring mingle, and I wonder if it being posted & established a little earlier on would have encouraged more play.
Thanks, gang!
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Feedback! I am happy with how open with feedback the game has been so far- I made some faulty assumptions, they were corrected. The mods and players have been really great with communication and talking and that's really helpful! Having a quick summary will help me a lot, too, with a place to read what I should know when it all falls out of my brain. People have been really open to plotting and talking, which is great for such an aggro character.
I can't really say much else about game direction or anything, since I just got here. But overall, I like Expi a lot- Y'all are willing to let me do something stupid like blow up a building right after I get in, there's open communication and talking, and overall I like the feeling that if there is a problem it will be discussed and handled. I want to thank y'all for being so understanding about that!
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Thank you for your feedback, though! We are working on a summary and have some ideas on how to execute it, so it'll come back around as soon as we can do it.
We're glad you're enjoying your time here, and thank you for being open as well!
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I would agree with Liv, re having more sentencing/punishment-centric events and activities. I really enjoyed the Tower event, and having a vehicle by which to propel character growth. Would love to see more things like that which force characters to confront something they've been avoiding in order to make tangible progress towards their goal (trying to figure out Aldrip). I know we discussed a memory share event, which I'm sure you lovely mods would put an Expiation-style twist on ❤️
Also I know we joked about the hot springs event but that would be a really fun mingle xD
Love you all and thank you mods for everything you do!
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But we do have more punishment-centric events and things in the pipeline! After this AI plot, we are starting to work on our next arc of the fallout after this reset. If you have any other ideas or things to help execute this at a later time, we're all ears!
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However, there are times when the game doesn't exactly feel that way?
I was certainly feeling some pressure in the latest event to try and engage, even though there's a limit to what Tsuna could do. And maybe that's just the result of a network post and the way those tags are easy to respond to as opposed to logs. But it did feel like the end of the month felt like a deadline I didn't think I was really going to make and that backtagging past that might be irrelevant. I know you guys go for State of the Game posts on the first, but this event felt like it could have/should have? had some flexibility to allow for more play time. And perhaps that might be something that should be considered for future events?
no subject
Honestly, we felt this too. We've done a bit of self-reflection on how we managed to run this event, and there are some things that we could've done better for sure. If there's any ideas on how you might execute this sort of thing in the future, let us know! We're always down for suggestions.
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Granted, events like this past one are also on the rare side, but I think going forward, budgeting in that room and just saying "okay, we have the ability to extend things if we need to" might help, so that we're not trapped by sudden deadlines or the realization that we blinked and the end of the month is here.
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Otherwise: I know things have been hectic/busy lately both in game and OOC for a lot of folks. Have you guys considered taking on helper mods? I know a lot of people love this game and you guys! A lot of folks would love to assist you, especially in periods where you might be/feel swamped!
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Currently, we're not looking for another helper mod. Most of our issues right now is a lack of planning, and now we have so much built up work that we're running a little bit behind. But we're starting to get re-organized, and hopefully if we do that we'll be able to run events like ones we did towards the beginning of the year which are more interactive!