@faraday said in Big city grids - likes and dislikes:
I hate them, along with weather emits. They either don't really add anything (do folks really care that a cool breeze whispered through the alley or a bird fluttered by overhead? maybe that's one of those immersion things I don't grok again...) or they're just incompatible with the RP already going on.
This is a big thing for me... what if weather is showing that it's a rainy spring day, but we wanted to RP a baseball game, so it has to be not-rainy? And then in the midst of RP, the system says that the rain changes to a drizzle? That's going to break immersion for me.
@thatguythere said in Big city grids - likes and dislikes:
Essentially every scene now takes place on Holodeck 1 and we just slap a different image on the blue screen.
I kind of think that's what we're doing anyhow. We've just agreed on some settings for the Holodeck (Joe's Bar is a default setting in your example, Frank's Bar is a custom setting). And while yes, if you just create another nearly-identical bar after one burns down to set your RP in, you could be making the burning-down RP meaningless, but if instead you spent all the time at Frank's complaining about how the pool table was better at Joe's and how it sucks that there are only two stalls in the bathroom here, but Frank is way cooler than Joe, then I think that you're actually enhancing the RP--it's allowed to continue, but it's changed by the damage to Joe's. It's certainly better than if you just stopped doing RP in a bar because Joe's burned down (or had Joe's get repaired far too quickly because people needed some place to play pool).
@thatguythere said in Big city grids - likes and dislikes:
Edit to add: For the Momma's diner thing, it would be like hearing that a random RL building burned down, a thought of I hope no one was hurt combined with a twinge of sympathy for the owner but no real impact.
I think it's important to remember that just because you've never RPed there, that doesn't mean that your character's never been there. After all, the characters live lives beyond what we put "on-screen," so maybe if Momma's Diner got blown up by Meteor Girl, you decide that your character always went to breakfast at Momma's before church, every dang week, but this week, you got talked into going to Dad's Diner instead, because your friend was in town, and oh-my-goodness isn't that lucky? You could have been killed. Viola, you have a connection.
@sunny said in Big city grids - likes and dislikes:
I don't know how to explain to you in a way that you will understand.
I think I'm somewhere in between the views of Grid-Is-Necessary-For-Immersion and Common-Experiences-In-Rooms-Is-All-That-Matters (yes, I'm using some hyperbole for clarity's sake), so maybe I can try to step in and take a swing at explaining the difference for @faraday. Warning, I am trying to generalize arguments, so please don't take anything I say as putting words in people's mouths.
On the one hand, having a sense of permanence by being on a grid can definitely lead to an IC location becoming one that characters (and hence players) interact with regularly. I thought that a similar sense could be inspired by having room descs stored and available for "loading" into scene rooms whenever people wanted them. It appears that that didn't exactly work. The Pro-Grid folks (if I'm synthesizing correctly) need to have the location on the grid, connected to everything, where they can walk to it, in order to get that sense of permanence. I can understand that to some degree, there's an ephemeralness to a room that simply disappears when you're done with it, even if the IC location (and the room desc and everything else) remains available.
From a code-side, a scene-room with a ready-made desc is just as real as a room on the grid. You just can't walk to it (in my experience, most people use meetme anyhow, but that's neither here nor there). From the story side, as @faraday mentioned, it's just as real also (although harder to track what's going on around the location or in the history of the location unless it has its own steadily-evolving desc or wiki page). From a player-side experience, however, I can definitely see a level of disconnection between having to "create" the room before using it rather than just walking into it.
As I mentioned earlier, we tried to split the difference on T8S. We put up a Locations page with room descs. Some of these rooms were on the grid, some were simply ready-to-be-used scene rooms. By the time RL really swallowed Staff whole, we had linked several more of the rooms to the grid (and added some more to the ships), but the idea was still the same: a small grid that could be expanded at will. For some people, it worked fine, for others, it clearly felt like there weren't enough locations to RP.
This may be one of those Coke/Pepsi, Windows/Mac Blue Dress/Gold Dress (thanks for the third example, @faraday) things where each side believes wholeheartedly that they're right, and just can't understand how the other side can believe what they do.