@tragedyjones said in Innovations to the form (Crowdsourcing?):
- Grid Design - Part of me feels that a pre-made, pre-described grid is... a waste. Many players eschew the room descriptions, and many prefer to use +temprooms, RP rooms or private builds. How much is a minimum necessary grid design for a city? The sprawling layouts of DM or even HM are, imo, dead.
I disagree, for longevity, more grid means less of the same bar rp day after day. The other half of this problem is a) staff burns out and mu ends in 3 to 6 months, or b) players only stay for a few months and leave cause ' nothing to do', which relates to some players not wanting to ST or run PrPs. I don't think grid size is any issue, a few rooms to start and temp rooms as needed is good. But large grid for longevity, means players have more ideas for potential scenes the longer they stay ( what's this, we have back alley jewellery shop, gives me an idea for a one shot that could develop into a tp of some sort).
- An End to Bar-P - I have long ranted against random social banter RP, slice of life stuff, when that is all I can find. It is something I personally feel should be used as a downtime thing between active story
If you don't like social rp or slice of life, don't play it. In 20 years of this, loving all the action adventure, I can set the most fun character development for me is from slice of life, reacting to the last adventure, reacting to the big meta bbpost, developing more relationships. If I want adventure after adventure I'll do tt or just regular adventure day once a week. But slice of life helps perpetrate stories, ponder new points of view and affects adventure time.
- Homework - Some games thrive on this, some entirely balk at the idea. But in general, how much effort is fair to ask of your players? Is background too much? Scene tracking? How can we streamline this process as well. Clearly automatic logging is not something most people, or anyone, wants.
Character wise, minimal bg, but homework to know the game a little. My pref is after approval they contribute to the theme by adding to the game. Thru a wiki is the best, developing a house, an org, a hangout not on the grid, npcs, a new business, an idea. Anything. I'm off the mindset it's collaborative story telling more than a game where staff do all this work and players wait for staff to make things happen. This detracts from longevity through staff burn out.
- Making things matter - How do you make what happens logical, consistent, and important without dedicating a small team to it? How do you ensure that the firefight that happens in one neighborhood actually impact the lives of the characters who live there but were not logged in at the time? How can we establish continuity of Non-Player characters between stories, characters, players, and scenes?
I've tended to create tracking for player plots and npcs on the wiki for places I help with. The issue is usually player by in to contribute to these things. I started villain tracking on comic mu*s a few years back just to help with continuity; like reading a log with villain x when yesterday your group put him into space and planned to use him tomorrow. The homework is needed and lots of players just want adventure and hope someone else is stinging continuity together at some point.
It's a collaboration between all players (staff included) and without commitment and buy in, the rest inevitably doesn't work either way so well .
Sorry belated reply.