@King Cosmos@Kaggs@webboysurf@LunarStandard@PKMNB0Y@AmaranthineAlright, so. Had a talk with
@1Charak2 because I was losing my mind, and while none of my sanity has reovered, it gave me some insight about a part of this that I'm doing wrong/potentially doing wrong.
So bit of background. The issue as I see it, is that nobody has anything to do because nothing interesting is happening. The problem is partially because there's no real conflict or immediate problem to solve. Initially I fixed the issue of having nothing to do at the base by having Gritty show up, but it being a player-pressed conflict led to... well, player conflict. On the other end, the busted Duel Runner only really gave Webboy an idea of what to do. Neither LunarStandard nr Amaranthine felt like they had much to work with, so there's another failure of the scenario.
Now, I don't have any alternatives still. I proposed Charak to set up a mini-arc for him so he had something to do, but he didn't want it. The discussion eventually led to the following failure: The very premise of the setting.
See, as he says it, the fact we start out in a duel gang is very "Tell" and not very "Show". Our characters are assumed to trust one another because of their shared history, especially as a lot of people signed up as having been there from the start. Because of that, we already have vague and unestablished relations. We have to assume our characters know one-another without having actually RP'd to get to know them as such. What he pointed out as a counterexample of something much cooler to be done, was the Doomraisers.
See, as Charak poses the argument, had we actually started at a time before the Breakers were born, and instead played out the immediate threat of the Doomraisers first, we'd both have a "unified goal" while still having immediate pressure. It also makes it so our characters could meet one-another for the first time and do things. Had we actually rallied under this banner and left the gang's objective of "Break into the core" for much later, we'd have a more healthy and engaging opening scenario.
So that's to say, the problem with my opening post as I put it is both that I had nothing to give you guys to do (something I was aware of) but also had the chance to give you guys something you could've rallied under and then didn't.
My question to you all now: Given this argument, how would we proceed? I'll give you all a few options, but I'm sure there's something I haven't thought of. I just want to solve this issue of nobody really being engaged to post at all and I want to give everyone something to do.
1: We can just keep the scenario as-is.
2: We wipe the slate clean and actually start from before the breakers were formed
3: We stick to our current setting, but I merge the group and do a different scenario. I either start trouble with a gang, or with security. Or we have some trouble started already and are in the middle of getting out (would feel railroad-ey and lack tension in my opinion, but I'm willing to try anyway if those feelings are unsubstantiated)
4: I came up with this literally as I finished the last one, so it's not exactly a refined idea. Gist is that I wipe the current scenarios and instead have a "briefing" Takuma's giving where he intends to strike one of Security's checkpoints or another gang for reasons.
If I'm still off-base with any of this, then I dunno. What I'm trying to accomplish is for people to have both the reason and want to interact with one-another, so I encourage anyone to bring up any plot points if they feel like they want to do it.