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    Best posts made by Valkyrie

    • RE: Plot session duration

      When I run big scenes (6-20 players, biggest I've done in the past year was 27 people), I tend to take a few minutes at the start of the scene to lay down some ground rules that help keep things flowing along:

      For example, a simple 3 or 2 pose rule if there is no action can help keep things moving.

      If you are in initiative order, you let people know that they will have a few minutes to declare their actions before they are passed and have to act in a later initiative order when they return.

      The above also applies to for example, if you need to AFK. Just let everyone know you have to AFK, even without a timeframe so you can be skipped.

      If someone has to go mid-scene, I will usually ask them if they want to do/accomplish anything and let them prepare a final pose, or action and if not work out something with them quickly; even if it is just them fading out amidst the din of the battlefield chaos.

      I also usually tend to call breaks or set a time limit for the scene, and what the overall goal is. So if the group is trying to stop the charge of an advancing army by flanking them, I tend to like to run around 3 hours or so at the most. So I will plan the scene, and the action around this accordingly.

      P.S. One bit of advice that most people will overlook, and not apply is the fact that a PrP/Scene/Event/Plot does not need to begin in the setup phases. You can start players right in the action and skip 1-3 hours of 'setup' RP where everyone is getting to the scene, or preparing etc.

      Edit: I find if a plot is going to take more than the 2-3 hour mark, you need to allow an intermission, not just for players, but for you as a GM. I.E. 15-30 minutes if it's running for 6 hours as an intermission to eat, stretch, drink, etc. vs the smaller breaks that can be taken between poses or actions etc.

      posted in Game Development
      V
      Valkyrie
    • RE: What is your turning point?

      @goldfish TS pressure is the quickest thing to turn me off RP. 😞 Seemingly nice people can turn into raving lunatics when TS is involved.

      posted in Mildly Constructive
      V
      Valkyrie
    • RE: Short-Term MU*s

      From experience running a few short term side-campaigns (alternate grids & settings) on my games in the past 2ish years; you will get lots of initial interest but the lack of long-term drive for people means for short term settings that it's hard to maintain long term interest.

      You might be better off considering forming a small tabletop group instead where you can get a half dozen people who are interested in continuing every Friday or something.

      RE:R had Xenophobia for example, which was an Aliens themed mini-MUSH but it quickly burned out as people lost interest in their temporary characters.

      Thanks for reading and good luck!

      posted in Mildly Constructive
      V
      Valkyrie
    • RE: Short-Term MU*s

      @botulism Sounds awesome! Hope you knock it out of the park. 🙂

      posted in Mildly Constructive
      V
      Valkyrie
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