bargemods: (Default)
TLV Mods ([personal profile] bargemods) wrote2010-02-01 06:31 pm
Entry tags:

TLV - Mod Contact

MOD CONTACT


If you have a question, comment, or complaint to raise to the mods, you can contact us directly by emailing us at any of our listed emails/Plurk addresses or by sending a PM to any of the listed character accounts. These will be forwarded to everyone else on the core mod team unless requested otherwise. If you have a general question about the game, you can also leave a comment over in the FAQ. The PM inbox of [personal profile] bargemods is not checked regularly.

GAME MODERATORS

Iddy || ZieglerFan719 (at) gmail (dot) com
Plurk: [plurk.com profile] ihdreniel
Journals: [personal profile] citizendetective [personal profile] cactusy


Isabelle || ilseinthemorning (at) gmail (dot) com
Plurk: [plurk.com profile] shipoftheseus
Journals: [personal profile] deuceoftears [personal profile] takestime


Kira || swordwithasmile (at) gmail (dot) com
Plurk: [plurk.com profile] tinwateringcan
Journals: [personal profile] reformedsinner [personal profile] wildguardian [personal profile] divingdeep




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.