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.
no subject
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.
no subject
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!