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TLV Mods ([personal profile] bargemods) wrote2010-02-01 06:31 pm
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dog_eat_dog: (absolve your guilt and shake hands?)

[personal profile] dog_eat_dog 2021-07-23 08:44 pm (UTC)(link)
Hey there! I’m back with thoughts again since we’ve had another port.

While I do appreciate putting characters in a survival situation with a higher action quotient than recently available, I wanted to go over a few things I felt were still in line with some issues I touched on above.

Characters had few choices to make — their options were to help or do nothing, which was a choice largely made for them because their means of helping others was limited. A couple wardens headed out and groups of characters rallied to organize at the research center, but I don't think many people were brought back by the research center's efforts. Characters who were helicoptered had no choice in being violent or aggressive, so they’re largely not responsible for what they’ve done. Characters being snapped out of being helicoptered were inconsistent as to what trigged it, but there was at least some stakes there.

As a result, this really is just an endure situation, and it felt difficult to meaningfully impact that situation. For example:

- The OOC post explicitly laid out that characters couldn’t figure out that the helicopter was causing it, even though the helicopter was full of documents that could be examined and didn’t cause instantaneous insanity. (A couple characters DID note the helicopter IC as a potential source of trouble, but didn't investigate further.) What was the benefit of this set-up? What goal of this plot was incompatible with characters being able to find out what caused it and blow the helicopter up or figure out how to excise its evil or fix it or radio the scientists?

- The means of solving present problems (the biggest being getting road walkers to the research center) felt largely inaccessible because the event was bogged down in logistics. I think people are hesitant to jump on one of the few opportunities the plotting post offered (the ATV, the boat) when it had minimal utility in the first place (gas being in short supply meant only a few, if any, people could be rescued) and required a lot of cohesive OOC planning. For example, given the high volume of people at the single research center, determining whether the ATVs are worth the gas could be difficult, especially since tagging speeds could mean the event could be over by time a consensus had been reached IC. I waited a number of days before deciding Ezio would simply take an ATV without consulting anyone — no one else had spoken for them that I saw and I thought it was contained and simple. Nothing really materialized plot-wise for that until the last few days of the event, and then there was the snafu with the keys. I don't hold anyone in particular responsible for that, it was just the result of disjointed planning between the OOC and plurk, but I felt a little demoralized when by the tail end of the event and I had big blanks about the circumstances my character had existed in and who he'd interacted with. I feel like if plots are going to be highly reliant on logistics, then characters should be split into smaller parties, each with a set task, as it helps players plan around specific obstacles.

- Likewise, I think group posts where people can top level inspire a lot more interaction than a lot of posts that get minimal play, as it puts information in the same space. I think some people prefer individual posts because it counts for a whole post for AC, but I think if mods agreed to count event top levels as equivalent AC to a post, it would be a great compromise that would mean fewer people getting lost in a deluge of separate posts.

- A lack of consequence for any given action (or failure to act) makes for situations where players simply don’t bother because they know it’s a dead end. I thought it was a nice touch that being abandoned off-ship was a stated risk by the Admiral, but it was never actually a risk OOC. Obviously making it a risk at all is contingent on players being willing to sacrifice a character to the cause, but when that was the ONLY potential consequence to characters beyond a temporary death, it was toothless. Additionally, when events last a uniform length of time, you get characters saying "it'll be over in a week!" and adding to the endure-until-it-ends thing; it could be helpful to have events be shorter or longer as characters need to solve some problem or figure out how to get out.

- There's also a lack of reward for acting. When we talked a few months ago, you guys pitched July's plot being exploration and survival, and I don’t think exploration was present here; the survival situation was pretty bleak, with minimal option for supply restock or gear that would make the terrain worth venturing out to again, and we knew OOC that there was nothing to find BUT the research center. Characters at the research center were also largely unable to meaningfully help anyone; getting characters on the road to the research station required some level of info-modding to even know what direction to go into, and a fair bit of handwaving to explain how characters are doing things like surviving outdoors in late fall Nunavut/Alaskan temperatures without a coat or any resources. Characters had little to offer each other but broken up information, and then they were on their own. This is a bleak scenario that felt like it was set up for characters to fail through no fault of their own.

- While it was unique to not have an overboard option, I do think overboard options in a setting like this are a great opportunity to enlist players to use their characters in the place of NPCs for some sort of story component.

I do think the bones of this plot were fine. Being in a harsh natural environment with a competition for resources and people becoming threats to each other is not inherently a bad idea, and there's many places it could go.

But like I said initially, Mirror Barge clicked with me not because it was a Barge lore event but because it gave the characters reason and choice in their conflicts with each other, and characters had a means of changing the situation rather than simply enduring it. There were specific tasks set up for people who signed up to undertake them. Characters had motivations and goals even if they were AU'd into them; they chose to hurt each other and they understood their own motivations after the fact, as nothing they did was mindless. There was a power dynamic where some characters had leverage over others and incentive to use it. I think choice is very critical to what makes a plot that helps characters move forward in their character arcs.

I feel like if there's going to be plots based on group efforts to survive, there needs to be a clear roadmap for characters to succeed and fail based on what they choose to do, explore and find, rather than a neutral setting with no discoverable story. I also feel that perhaps the mod team could be more explicit about being open to player-pitched and player-run events, and solicit submissions periodically; I don't know how much feedback you guys get but I do think running these things can be a community effort rather than always falling on you guys every single month.

For what it's worth, I'm also working on a breach pitch of my own, which I will hopefully be in touch with you soon for feedback/ideas.
dog_eat_dog: (why did I come here?)

[personal profile] dog_eat_dog 2021-07-24 05:33 pm (UTC)(link)
I can definitely see how Mirror Barge may have skewed my perception of how the game does events, but I also have to feed that back to something else I talked about before, which is how the game pitches itself from the outside. Mirror Barge was my first event as a new player, and it matched up with game information really seamlessly –– trials, death and redemption, prison dynamics, inmates being punished (some being Admiral endorsed!), etc. It has also been very difficult for me to tell what is TLV as normal, what has changed over time, what is just 2020-2021 being a temporary lapse, etc. If the answer is just that this is how TLV does events, period, then it is what it is and I truly appreciate that being made clear.

And I think as far as things like limitations and the helicopter example go, it's nice to hear that it's possible, but it's really more like... when I as a player have 48-72 hours sort out what I'm doing in a plot, and the event post specifies that going near the helicopter makes them want to go nuts, and it's full of amber liquid and research notes, but it also specifies "there's no real way to triangulate the source to the machine itself", this feels like a hard stop to me. Why include the "you can't prove this is causing it" line at all if we as players apparently COULD pitch figuring out and doing something to the helicopter? The plot post also specifies that by the end of the week the helicopter would be impacting everyone in the research camp –– it reads like circumventing the helicopter in any way regardless of investigation is impossible because its presence at the end of the plot is already in the plot outline, so the player is left with a) asking the plot to bend to their idea at 48 hours notice or b) pitching a solution for the tail end of the plot where the characters' actions will have no meaningful impact because the characters know it'll end at that mark anyway.

I'm not saying the alternative has to be complicated or laborious to run: just that plot are designed with a spot for players to have their characters plan a mid-week intervention. Players themselves can actually do the playing out, you can even flag one of them to make the post for it. Otherwise I feel like it means dozens of characters who are perceptive, proactive, solutions-oriented and adventurous are left doing largely hand-waved "camp stuff", and I feel that is much more limiting than people not being able to make their character get helicoptered on day 4+. In a game about character choices determining their present and future as inmates or warden, I feel like plots should be designed with actions built in for characters to make a choice and then feel the consequences of that choice –– characters could get mad at gas being wasted, characters could get caught in the crossfire, it could backfire and make the helicopter's influence spread further by accident, you know?

Please understand that I'm not looking for Big Damn Hero moments for myself, nor do I specifically care about the helicopter, just that it's an example of things built into these plots that makes characters sit on their hands while there's an obvious danger in their midst, prevent players from choosing HOW their characters would intervene because the plot post set up the ending from the get-go.

But overall: yes, I'd love a plurk conversation when you guys are available, and I'd love to see more event solicitation and player feedback polls, I think it would be great and rewarding.