We agree that pacing was an issue in this event and with what we've learned, we hope the next one runs much more smoothly for all involved. We aren't going to repeat everything we've said elsewhere, but we want to assure you that we are aware of what a widespread issue it was and will be taking steps to correct it in the future.
What we'd like to address specifically is the point you brought up about players who didn't participate in the event having nothing to do on the ship. The scenario you used as an example about the attack of the killer space meatloaf is a fantastic idea and it's exactly the kind of thing we want to see our players doing with the setting! It's also an example of the sort of event that players can run without having to ask us for permission. If you're bored and your characters don't have anything to do, make something up!
At no time do we expect players who aren't participating in the current event to sit back and twiddle their thumbs waiting for it to be over. Twenty characters might be off the ship overthrowing an alien government, but life goes on for everyone else and we want you to use the setting to create little mini-events and plots like this. Not just during event downtime for players who aren't participating but at any time in the game.
Occasionally, and where appropriate for the plot, we may offer a secondary event for players who don't participate in the main one, but that will not be standard procedure. We're happy to answer questions if players have them, give the all clear if someone wants to do a minor event during a major one and just wants that extra bit of comfort knowing the mods are officially on-board with it, and clarify details if there's confusion. But ultimately the game experience we want to provide is one where players have the freedom to be creative and to run with their ideas without having to worry about a lot of heavy-handed mod oversight.
We agree that turning players loose on a planet with limited structure for a first mission was a little too much freedom at the outset and will be adjusting what information and parameters we provide for all future events and missions. We hope that will alleviate some of the confusion and lack of traction players experienced with this first event. However we do want to stress that player creativity in adding to the experience will remain an important part of this game. We'll do what we can to help players who struggle with this, but please be aware that at its core, this is not a game designed for players who prefer a great deal of mod-provided structure, limitation, and oversight or who are uncomfortable making up details to add to the game experience. Players who prefer that type of game style will likely find this one to be frustrating.
no subject
We agree that pacing was an issue in this event and with what we've learned, we hope the next one runs much more smoothly for all involved. We aren't going to repeat everything we've said elsewhere, but we want to assure you that we are aware of what a widespread issue it was and will be taking steps to correct it in the future.
What we'd like to address specifically is the point you brought up about players who didn't participate in the event having nothing to do on the ship. The scenario you used as an example about the attack of the killer space meatloaf is a fantastic idea and it's exactly the kind of thing we want to see our players doing with the setting! It's also an example of the sort of event that players can run without having to ask us for permission. If you're bored and your characters don't have anything to do, make something up!
At no time do we expect players who aren't participating in the current event to sit back and twiddle their thumbs waiting for it to be over. Twenty characters might be off the ship overthrowing an alien government, but life goes on for everyone else and we want you to use the setting to create little mini-events and plots like this. Not just during event downtime for players who aren't participating but at any time in the game.
Occasionally, and where appropriate for the plot, we may offer a secondary event for players who don't participate in the main one, but that will not be standard procedure. We're happy to answer questions if players have them, give the all clear if someone wants to do a minor event during a major one and just wants that extra bit of comfort knowing the mods are officially on-board with it, and clarify details if there's confusion. But ultimately the game experience we want to provide is one where players have the freedom to be creative and to run with their ideas without having to worry about a lot of heavy-handed mod oversight.
We agree that turning players loose on a planet with limited structure for a first mission was a little too much freedom at the outset and will be adjusting what information and parameters we provide for all future events and missions. We hope that will alleviate some of the confusion and lack of traction players experienced with this first event. However we do want to stress that player creativity in adding to the experience will remain an important part of this game. We'll do what we can to help players who struggle with this, but please be aware that at its core, this is not a game designed for players who prefer a great deal of mod-provided structure, limitation, and oversight or who are uncomfortable making up details to add to the game experience. Players who prefer that type of game style will likely find this one to be frustrating.