fairyfoes: (Default)
EACHDRAIDH RP ([personal profile] fairyfoes) wrote2014-06-25 09:29 am

( 22 ) FEEDBACK



. . . GAMEPLAY SUGGESTIONS

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falconkick: (Default)

[personal profile] falconkick 2015-05-20 06:23 pm (UTC)(link)
it's me again I am so sorry

But I just want to chime in with extreme support for this comment! It is a perfect example of what I meant in my last comment when I said that letting us in on the machinations behind your plotting will help ease the process of moving forward.

I know I keep using my old game as an example, and I do apologize for that, I don't want it to seem like I'm saying you should adopt my modding practices, but I think it serves as an example of what has worked in the past. When we were leading up to our own endgame cataclysm of doom and gloom mass destruction with severe consequences, we dropped several IC hints and clues along the way with things like visions or certain powers doing weird stuff or natural disasters in places they've never happened before, things like that. OOCly, the players could only guess as to what it all added up to, but it at least gave them the chance to speculate and prepare themselves for possible outcomes; ICly, it gave the characters a chance to take notice and make efforts to fight back against their impending fate. We did all of this without ever outright revealing that it meant the apocalypse was going to happen within the year or any of our other big plot reveals. It was just small teases to let characters start preparing themselves for it.

KCH's example here is a perfect example of how this could've been done with the Mt Verla plot. Without giving away the exact result of the plot, it would OOCly clue the players in to something being wrong and ICly give the characters a chance to try and do something about it. This is the best way to implement a plot like this so that it doesn't blindside everyone when something drastic happens. It's not meta-gaming or god-modding information if it's all based on speculation and the hope that maybe what we're doing will help the plot. Instead of feeling like a suckerpunch we never had a chance to dodge, it would be more of a "Ohhh, so that's why fire magic was going wonky." Which is a lot more satisfying of a curveball than suddenly slamming straight into a brick wall.

I think this is awesome. If we could have just a few more hints dropped along the way, nothing concrete or 100% revealing, it would give us a lot more of that hope for the future rather than bleakly accepting we can't do anything to change the outcome of a game's plot. This would give us a fighting chance, and I think we could really use that right now!