@KoL
Personally, I believe that setting up post rounds is the best way of controlling the flow of time within RPs, with collabs used either for back and forth conversations between two individuals, or for battles. Collabs shouldn’t be used for a ton of movement/action, unless it’s a GM-sanctioned thing. If you make collabs out of everything (coughZombscoughSkyscoughClick), that’d really distort the sense of time and location for people who are nearby, but aren’t associated with the collab.
It’d also prevent awkward situations in which over-eager RPers post again while you’re working on your GM post/collab, and thus negating a whole section of your post (such as when the SSS-rank mission was discussed, when the two people who took it already left the shop and the area).
If you know when you won’t be able to post for long periods of time, why not just detail what’s going to happen in the IC to your co-GMs, scripting out your character’s actions (one liners are easier than paragraphs~) and then having them do it?
It’s just feels really messy right now, with a whole bunch of people doing whatever, while others are sorta tossed to the curb and having no idea who to interact with or what to do.
Hmm, this is a rather sensible opinion. I'm used to playing in turns only on tabletop RPing, that's why I don't know what could happen by trying it on a forum RP such as this. But the thing about colabs is something I came to agree on after a few days on this RP, mostly because I never got the chance to introduce a certain character in the way that I wanted to because I couldn't get near Ruu because of the long interaction she was involved in not giving me the chance. I wonder what @TheWindel and @AgentFallenSoul think of this?
But in this case we would have to come to an agreement on how much time to wait before skipping someone's turn. Which is the biggest problem to me with this system.