Dec 28, 2019, 10:48 PM

@Derp said in To OOC Room or Not to OOC Room (and Other Artifacts):

Big Grids with Player Builds

I've experimented with this on a couple of games now, and have come to the opinion that you need at least 20-25 non-PC rooms and that 30-35ish is probably a better idea. While I am an absolute fan of a small grid, and believe that there should never be a room that doesn't have 1-3 explicit RP hooks in its description. I prefer to remove connector rooms -- one "street corner" or "corridor" room in a game can be fine for random running into people, but I don't believe that you need many of them. I think much more than 35-40 rooms (for a game under around 50 players) is likely to mean that you've got too many connector rooms. Of course, if you have a game larger than 50ish players, you'll probably need a larger grid.

I don't count PC build rooms in this, because I generally think that they're unnecessary in Ares, even if having the description saved can be nice at times. I do, however, recognize that some people enjoy them, and I don't think they hurt anything.

Chargen 'Rooms'

I don't find the need for this, especially on Ares-FS3 games, but the lack of them can sometimes confuse new players. Ares-FS3 has the client-side chargen process split up into distinct steps, but it just doesn't require rooms to do so.