@bobgoblin said in Tools, and not just Beiber.:
I agree, and disagree, with the amount of work. I think you're front loading your work with something like this.
Costs: Additional up front work of writing the scenarios, designing the flows, tracking the results of the scenarios and communicating
Pros: Instead of needing to 'run things' 3 times a week, you may have one day a week of 'work' in doing the above.
For myself, I think the trade-off isn't the worst ever.
We might need to come to MSB's infamous agree-to-disagree state here. 🙂
Generally speaking it's far harder and more labor-intensive to communicate with and coordinate STs than to run scenes yourself. It simply is - there are all kinds of efficiencies which as staff you can develop over time when you're experienced at running plot, starting with:
simply knowing the rules (in many cases being the one who made them in the first place)
understanding the combat system (many perspective STs I've spoken to have mentioned this as the reason they want to but don't)
having the players' respect (fewer people try to go over your head to 'make sure you're right about this ruling')
finding out exactly what happened (the log might not show incorrect rolls or use of mechanics, misleading pages, etc),
and of course dealing with actually malevolent players which on their own can send you spinning your wheels for a long time.
I think the key to all of this is getting that early momentum going. Once you have it things become so much simpler; engaged players whose characters are already interested and have a stake in things will ask you questions, point out ways to enrich your plots, can easily run something on the spot for you if you ask them since OOC they already know a lot about the situation, etc. When you don't need to chase them down but they are coming to you then you got'em - but the first few weeks, sometimes months, require a lot of constant vigilance and grooming to the point of micromanagement.
Most games don't have the staff who can do that. It's easy to spot, too, when there's a surge of activity early and then the momentum dies down as people sit on their thumbs. In my opinion the first month after opening is critical for a MUSH; it's too easy to get the kiss of death from a surge of characters getting created followed by nothing at all; once the surge is spent if there's nothing else going on... well, things get tougher from then on.