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Hidden 8 yrs ago Post by Crimson Raven
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Krayzikk stole all the good bits but I do have at least one thing to add.

The IC changes needed to do away with the teams would cause their own set of significant problems. People like the basic setting, jumping us forward to the Fall of Beacon or some other catastrophic event is far more likely to kill the game than the team system is.


Fair enough.

I just wanted to here your thoughts on the matter. Just disagreeing and leaving it at that can trigger unwanted conflict. Especially how you put it. You may not have ment it, but it came across, to me at least, as extremely edgy and confrontational.
Hidden 8 yrs ago Post by HereComesTheSnow
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Nobody does edgy and confrontational better than me, he knows his place.
Hidden 8 yrs ago Post by Silvan Haven
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I'm about as edgy as a feather pillow. Had recently gotten back from work so I didn't have enough energy to come up with a five paragraph post explaining my thoughts.

@Lucius Cypher, using them as NPCs works just fine. You don't need to constantly RP them but you at least don't need to boot the character from the team just because the player left. We could even give them to new players who may or may not stick around.

It helps with the constant revolving cast of characters coming and going at least. That has to be strange from an IC perspective.
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Hidden 8 yrs ago 8 yrs ago Post by Krayzikk
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I'm about as edgy as a feather pillow. Had recently gotten back from work so I didn't have enough energy to come up with a five paragraph post explaining my thoughts.

@Lucius Cypher, using them as NPCs works just fine. You don't need to constantly RP them but you at least don't need to boot the character from the team just because the player left. We could even give them to new players who may or may not stick around.

It helps with the constant revolving cast of characters coming and going at least. That has to be strange from an IC perspective.


It's true. Silvan has no edges.

Anyway, he's got the right idea. Taking away the team structure doesn't make you more able to interact outside of it, and NPCing missing members works just fine. See again: Amy Desire when we really have to. If your entire team is gone except you, that becomes something to discuss how best to work with.

But to be brutally honest, that's an individual teams thing. Snow has dealt with a significant portion (ie often around half) of his team being either gone or just not even being filled and he doesn't even want to get rid of the team system. Because teams are a huge piece of what makes RWBY's school setting different from... Pretty much any other shounen set in a school.

Taking that away from everyone because some teams have difficulties is honestly unfair, for one thing, but also doesn't solve the root issue. I hate to come back to that phrase, but teams aren't making you less able to interact outside of them nor are they locking you into dead interactions. Those restrictions are only in your (not you specifically, a general you) head. NPCing team members makes it so that people can come back, and if a team really needs refreshing, then we can see about filling those slots with people who are active.

But nixing the teams aspect doesn't really fix anything.
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Hidden 8 yrs ago Post by HereComesTheSnow
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That third slot of ours is cursed, seriously. It's STILL trying to kill off poor Write
Hidden 8 yrs ago Post by Abillioncats
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Hidden 8 yrs ago Post by Sho Minazuki
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Hahaha what even is happening here right now?
Hidden 8 yrs ago Post by HereComesTheSnow
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one of these days you'll read something and i'll be so happy
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Hidden 8 yrs ago Post by Crimmy
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Sshh, he needs to waste more time on imgur.
Hidden 8 yrs ago Post by Write
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I haven’t been very vocal during this, so I figure it’s time I start to speak up. I believe everyone is trying to come up with a ‘way to fix everything’. But if you get rid of teams you’re going to destroy easily one of the best parts of the RP as @Krayzikk and @Silvan Haven has pointed out. If you jump to another event as many people have pointed out it drastically changes what is good about this RP and forces everyone to try and come up with what happened during that time. We’d just lose more people. The most active point in my time during this RP unquestionably was when I brought back Bianca and she was interacting with Gratia who was not even going to be on her team. You do not have to singularly interact with team members.

But as Krayzikk and others have pointed out. It gives this RP a strong sense of identity and structure that I think we’d be absolutely insane to drop.

So I think above all else we need to keep teams around. I would also, after a lot of thought and discussion with a couple of those whose opinions I highly value, think that we should leave the power vacuum in the RP. I will be stepping down from a gm position entirely and I encourage @NarayanK and @Prince of Seraphs to do the same thing. Nara, I don’t know about you, because all of my conversations with Lug were in private chat but I barely got a damn thing done at all and Lug got even less done since he had promoted me. This RP in the way we are running it now is fully capable of continuing autonomously and with all of us at the reins as a team.

It does not need a GM.

I believe that now. As long as players can continue to be antagonists on missions, make contests, interact with others, and continue as we have I believe we can continue this monolith of an RP.

Now, this does mean that we all will have to commit to working to improve the RP when it is necessary and being fair in our decision making since if we have no GM’s that means there is equality in everyone’s voices.

So, let me propose something I spoke to Lug a few times and he seemed to accept. It was going to be put in place, but without myself or Lug on a GM team there isn't really a point in just acting like we can't discuss it. The idea was evolved from my original, fairly drastic and terrible idea, by speaking with @Plank Sinatra, @Crimmy, as well as [@Here Comes the Snow] and implementing their feedback to reign it in from the vast over correction that it was.


Anyone feel free to share their opinions on that right there and anything else I’ve said in this RP. I for one, plan on getting a post up as soon as Jericho makes his sweet ass sit in the café. So, yeah I believe we can stay the course and maintain something that we can be proud of.

also Sho pls bby be more interested in me. I try so hard for you.
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Hidden 8 yrs ago 8 yrs ago Post by NaraK
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@Write I'm all for more ways to reward players for participating in both the IC and outside of IC. It gives people something to do, though the one thing that'd hopefully wouldn't end up happening is people being discouraged for not earning as much credits as others. I'm sure more ways to be rewarded without being over-rewarded would serve as a minor goal of some sorts for the IC.

The urgent missions idea does sound nice to prevent dragging out action and the like without missing out too much school stuff!

As for the GM idea, it makes sense, and while I do like the sound of it, I think we should gather opinions on that first. I'd like to hear what others have to hear about whether or not having a proper GM or not would be helpful. On one hand, having everyone participate equally gives everyone a chance to speak up just as much as the others, but on the other hand, having a GM can stabilize ideas and pull them through without having to go under potential development hell. (I can put down my co-gm status at any time because really, I haven't done anything aside from helping people communicate with Lugu on some stuff.)

A strawpoll for that would be cool. >.>




I'm gonna be going on a vacation tomorrow! I'll be back in the day before the new Alien movie pops up. I might pop in once in a while!
Hidden 8 yrs ago Post by Guess Who
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@Write The only possible problem i can forsee for getting rid of GMs would if we have new people show interest in joining the RP. I guess we could all nitpick their CS as a group, but part of me can't help but think of how chaotic it may be if we're all trying to decide if there's room or not for them. I like everything else you've said and if you can come up with a solution for the problem I mentioned, or you're just sure I'm crazy and what I said isn't a problem, than I'm okay with it.
Hidden 8 yrs ago Post by Crimson Raven
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I disagree that we don't need a GM.

We need one, with Co's too.

We need a form of leadership for several reasons. Firstly, we need someone to blame when things go wrong settle agruments, have the final say in matters, and run a plot. Yes, I believe that having an overarching plot is important and I'll explain why in a moment. Also, as @Guess Who said, one of the importaint duities of a GM is to approve character sheets. Giving everyone equal option sounds nice in theory, but giving everyone equal power (ie true democracy) doesn't work in practice. History had proved that much. If we put it to vote and tie, or if we have a person or group that stubbornly hold out, we need someone with given authority to put their foot down.

I do believe that a an overarching plot is very important. It gives players the feeling of progression, and something to shake up the IC everynow and then, throwing a wrench in every body's plans. That element of unpredictability will prevent some feelings of the lack of anything important happening, which we have here now, and it can help provide and change players subplots, often for the better. We will need a GM and Co's to decide how this plot progresses. Obviously, players can still put in their input, and even change what will happen through their characters.
Hidden 8 yrs ago Post by Sho Minazuki
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@Write Ah shit did your character do something? I guess I should check.
Hidden 8 yrs ago 8 yrs ago Post by Plank Sinatra
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@Write The only possible problem i can forsee for getting rid of GMs would if we have new people show interest in joining the RP. I guess we could all nitpick their CS as a group, but part of me can't help but think of how chaotic it may be if we're all trying to decide if there's room or not for them. I like everything else you've said and if you can come up with a solution for the problem I mentioned, or you're just sure I'm crazy and what I said isn't a problem, than I'm okay with it.


I get your point. Stand by for rebuttal.

I disagree that we don't need a GM.

We need one, with Co's too.

We need a form of leadership for several reasons. Firstly, we need someone to blame when things go wrong settle agruments, have the final say in matters, and run a plot. Yes, I believe that having an overarching plot is important and I'll explain why in a moment. Also, as @Guess Who said, one of the importaint duities of a GM is to approve character sheets. Giving everyone equal option sounds nice in theory, but giving everyone equal power (ie true democracy) doesn't work in practice. History had proved that much. If we put it to vote and tie, or if we have a person or group that stubbornly hold out, we need someone with given authority to put their foot down.

I do believe that a an overarching plot is very important. It gives players the feeling of progression, and something to shake up the IC everynow and then, throwing a wrench in every body's plans. That element of unpredictability will prevent some feelings of the lack of anything important happening, which we have here now, and it can help provide and change players subplots, often for the better. We will need a GM and Co's to decide how this plot progresses. Obviously, players can still put in their input, and even change what will happen through their characters.


This I disagree with.

Really, Beacon is a unique little clusterfuck of a game the likes of which I don't think I've ever seen on Guild. If there's any game that could prosper without a head GM or co-GMs, it would be this one, mainly because like @Write said, there wasn't much that the GMs actually did in the first place. There was no overarching plot, and really, Beacon has never needed one. Every attempt to do it - whether it be creating a villain team, trying to add little in-game world events along with the end of missions, or whatever - has been either ignored or collapsed in on itself because nothing was being done with it. Players just weren't interested. Instead, they flocked to their own little quests during downtime - like the dive for Sapphire's daggers, or a pizza night, or any myriad of events like that. In a game explicitly based on Volume 1, namely the mission and class aspect, there isn't room or a need for there to be anything bigger or more chaotic. Don't underestimate the ability of players to come up with shit to keep them motivated.

If anything, having a GM is what's tied up a lot of this game - the people who are able to keep moving at their own pace and go along the original schedule for family day are doing so just fine. It's the people who wanted to be at the race, for example, who are being held up because a GM isn't around to do anything for them. The mission antagonists who wrapped up their missions last go-around the fastest weren't GMs. I have a lot more respect for Lug than I did, say, a year ago, but he - and honestly, most of the staff - were making decisions that were responsible for a lot of the OOC conflict we had before we all came together and finally sang Kumbaya as a player base. The problem now is that even if we thought we could replace him, who would it be? Those same exact divisions had a habit of separating players into factions, or causing grudges that have only been patched up fairly recently. Hell, we all saw how chaotic it was when we just tried to select a new co-GM back in November. If democracy doesn't work for approving character sheets, how the hell are we gonna universally agree on a new team to run the game?

A GM team in the traditional sense won't work for this game, but neither do we need to have a universal democracy like you're suggesting, Raven. I think the better idea is to let teams handle their own in-house decisions in regards to characters - when to come together and tell someone they're being inactive, for example, with a stringent system in place and a series of mentions in the OOC so that everyone can see that the inactive player is being handled fairly and with due process. By that same token, if the players decide the teammate isn't working out after a certain amount of time, and someone comes along and registers their interest, any team(s) with a gap can view the CS that person puts up, and decide among the rest of their team if it's someone they'd want on the roster. At this point the players we have, even if we're an ornery fucking bunch who doesn't always get along, are mostly comfortable with each other - and especially with their teams, which is why I think that @Prince of Seraphs and @Forsythe were off the mark when they suggested disbanding teams.

If anything, we should cling to the team structure of RWBY and make it a central part of how the game moves forward from here - four-player teams, each team approving what's best for themselves and revoking membership based on inactivity. Then, when class time rolls around, we can select people to handle the challenges @Write suggested the same way we handle contest hosting now, and when missions roll around we can select missions and mission antagonists in largely the same fashion we do now. That way we can keep our own teams moving, invested in things they want to do, and still leave the power in their hands to create things to do that can get other teams involved if they so choose. I think that way, by sticking together with our teams and sort of self-managing ourselves maturely, we can keep our players active with other people we enjoy playing with and avoid a long, protracted flare up over who's taking charge in the OOC.

I love all of you fuckers even more than I hate all of you, but there's no way I would feel comfortable with any one person among us taking charge of Beacon. There's nobody here with the GMing experience, free schedule, and the universal respect to make it happen, and I think that realizing our limitations as a player base and sort of going it our own way as teams IC is an idea with way more merit.

EDIT: SORRY SERAPHS I JUST REMEMBERED IT WAS @LUCIUS CYPHER WHO SUGGESTED DISBANDING TEAMS NOT YOU I LOVE YOU SERAPHS
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Hidden 8 yrs ago Post by Crimmy
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Who's going to approve our credit-based powerups?
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No you're good! Just poking fun buddy.
Hidden 8 yrs ago Post by Forsythe
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I will thank those responsible for opening my eyes to the team thing. Never thought to use a 5-why on the problem, which is kinda derp since I use it daily at work, ugh. Not that I would miss them, but I can see why others would.

Regarding the credit system - I'm fine with the proposed changes for acquiring, but I would put forward a change at usage options as well. Right now it sort of hinders your ability to change your own character - Heck, even a creative way to use one's semblance requires credits, that's part of the reason why I had Diamond's be so unspecific. It's kind of pay to win, when you consider the differing amount of time and experience the players have. How about we change the credits to be more of a reward thing than necessity?

What I think the credits represent here is the individual player's ability to do things - high quality work, having the ability to dedicate time to it, ... - Let's give these players the option to run subplots (Ability to drive an engaging story others might ride on), create additional characters (Can dedicate time to more than one), things like that. But I don't think that having to depend on the subjective opinion of a contest judge, competing with people who may have more experience with the setting or just writing in general, or plain having the time to actually enter a contest on top of IC just to add 10 feet of chain to your weapon is the way to use this system.

That said, I also propose to give a fat credit bonus to someone actually running the mission for others, not just completing it - retroactively. Those people earned it.
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Hidden 8 yrs ago Post by Crimson Raven
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@Plank Sinatra

You have a point. Several in fact. I hadn't considered making the teams a central aspect of the RP. Its a good idea, but I have some more personal reservations about it. These may not reflect the problems at hand, but they may be things to consider.

There is the small possible problem of who does what when two teams, or even just players from different teams interact, but with some some communication I believe we can clear that up.

One thing I don't want is for each team to feel like they are in their own world. Some interaction, especially cause and effect (ie Team A knocks down a building, Team C comes over to investigate) I feel is really important for the RP. Also, I can see some problems of consistency coming up, especially if they are inventing lore and or interacting with importaint NPCs, namely teachers and staff, especially Ozpin. Ozpin is pretty important, and I think someone should soly control him. To keep his personality and decisions constant.

This system could work, but it will require a lot of communication between teams. Reading others posts and understanding what is going on will be a must if we want any interation outside of teams. But the need for good communication isn't anything new.
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