luxuriant: (heard enough)
Zelos Wilder ([personal profile] luxuriant) wrote in [community profile] spaceports 2017-02-01 11:18 pm (UTC)

Pacing
I think there was definitely too much time given to things oocly and it put a stop on things in character. I think the way you pace something depends largely on the type of plot it is. This one was a timed one with open actions from the players directly influencing the outcome, so I don't think it would be unfair to ask players that sign up to be sure they can finish threads in a timely fashion, or at least be able to work out results amongst themselves in time. I think turning in reports by a certain ooc date is a good idea, but allowing the option for players to turn in a summary of what happened (worked out amongst themselves) before the thread itself is actually done is important, as well.

Generally, I feel like announcing events in advance and allowing forward dating is the best, but it should still only be maybe a week in advance or things around it are left hanging and unimportant, if that makes sense.

Basically, I think it would have gone great to give us two weeks ICly where the gamma events were scattered into and the alpha/beta teams were at the end of, and maybe announced it one week in advance, giving it three whole weeks for such a big event.

Participation
I think the punishment you guys have in place is fair! But as a side note to this section, there were a few things I noticed about this event.

1. There were limited slots.
Some of the gamma groups didn't mention a limit, but from my experience, threading in a group of any more than 3 characters can get messy real fast. 5 is usually pushing it, but can be done. I understand your issue with the alpha/beta balance, and there was no problem with cutting people out, but I think that trying to squeeze whoever was kicked out into the already nearly-full gamma teams left a lot of people without anything to do. A solution to this would have been to have a couple of "gamma" type missions that were able to be repeated, such as ones involving collecting information. Rewards could be reasonably less for these repeatable missions, but give people more to do!

2. There was nothing to do on the ship.
For characters that were unable to participate or didn't want to, the only thing they were told was that they could communicate with people on the planet through their communicators. That's important to note, but I feel like pointing out some things for them to do on the ship would have been especially helpful in giving characters something to do. I'm of the mind that plots should always have an "opt-out" that also gives characters something to do. So even throw-away silly things like, one restaurant in the mall has things go horribly wrong with the menu, and characters can help defeat the mass of space meatloaf that's attacking customers! Or something ridiculous or more aptly themed, you know. Something with a determined end (the space meatloaf will be eliminated one way or another) that people can still play with in open logs. Or really, anything similar as long as people have something a bit more to do while not participating, or in the in-between of events.

I think that's about all I can think of to mention there!

Mod guidance
I absolutely love the freedom to be creative with the setting and world build, but the one thing I've noticed is in how you guys answer questions. I've seen some players come forward with questions that try to lead them to a bit more world building, but they get shut down with answers of how "as you stated" earlier in the post, this or that. In other words, I think you should try to be a little more open in offering a tiny bit of information when it's asked for. That's not limiting, it's just to help spring new things! We as players love the freedom, but we don't want to overstep and do anything that would end up as something we have to retcon, or that would be "wrong," if that makes sense.

I know in one game I was in previously, questions that were asked where the answer was "do whatever you want" was answered in a way that was really helpful! They would say something like "You can do whatever you'd like! Maybe example a, or example b, or make up your own as long as it fits in the setting. If you have a specific idea in mind you can run it by us, but there shouldn't be a problem as long as it fits within the setting we've already established." Or something like that. Basically, example ideas in response to questions would be one way I can see that would make it easier, but even if you cut that part out and just say people can run ideas by you, that would be just fine.

Overall
This comment got huge, but overall I think you guys are doing great! I love that you're open to feedback, and I did very much enjoy this event. I also really loved that the outcome could have changed depending on what characters did, as that is very difficult to pull off plot-wise. I just found myself without activity outside of the event since nothing else was going on, but I'm confident that things will be adjusted based on how everyone feels. If anyone else in the game has anything to bounce off of me or disagree/agree with, I'd love to hear that as well! These are just my two cents.

I hope this all makes sense, but let me know if any part is confusing!

Post a comment in response:

This community only allows commenting by members. You may comment here if you're a member of spaceports.
If you don't have an account you can create one now.
HTML doesn't work in the subject.
More info about formatting