@Roz said:
@Thisnameistaken said:
- If it's a info drop get what you have to say out as quick as possible. Those interested will seek you out, even after you leave. Make the first couple poses count.
Oh my God thiiiiiiiiiis. I was in a scene once where the GM had indicated that it was going to be a major NPC talking to their faction. But then the GM decided that would happen -- at the end? We were supposed to socialize before? Idk it made NO SENSE and the GM was so confused about why people weren't getting into it. It was such backwards logic.
- Do something unexpected. Don't take over the scene but don't be afraid to shake it up a bit. Those are the scenes that will be remembered, and will find RP later (but be prepared to stick around a bit to deal with repercussions or questions).
This is also a good one. It can be hard sometimes to note the balance between unexpected fun and scene hogging, but 1) you can usually tell when YOU feel bored in a big scene, and 2) it's a bit harder to hog a big scene, just given the volume of stuff. It's usually reasonable to allow yourself one unexpected thing in a big scene and then see if people roll with it. Sometimes it'll just stick to that one thing, sometimes it'll take the scene in a fun new direction. Just important to note how people respond.
This is true. You don't want to hog the scene. Throw something out in a pose. If someone grabs onto it, awesome. If not, move on. I've had some long lasting plots (such as enemies made or new skill focuses) and IC atmosphere (such as someone acquiring a goat and it becoming a part of quite a few scenes) because of random stuff I've thrown in. You can't force it, though. Throw it in with the rest, and don't expect a response /right then/.
I think everyone hates big scenes. But if you throw out something memorable, people will seek you out later.