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PARADISA MODS ([personal profile] paradisamods) wrote in [community profile] paradisaooc2011-05-14 12:16 pm
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HOW'S THE GAME?

HOW'S THE GAME?


It's been awhile! It's time for another round of Game Discussion, also known as "How's The Game?"

Here we come together to discuss the game, its plots, the settings, and just about anything we can think of that we'd like to talk about, expand upon, improve, change, etc.

This is not an HMD for players and their characters; this should be about the game's function as a whole and not the people in it. If there is something you feel is absolutely necessary to address that involves a specific person, please IM a mod first to discuss it. We can be reached at terraqueous orb (Kayla), end title (Fudgey) or a great fanfare (Jenn). (Though Jenn is on hiatus right now because her laptop is broken, so Kayla or Fudgey would be best for right now!)

Anonymous will be left off for this round (see first section).

Here are the sections that we've come up with. Add your own and we'll edit it into the list.

Anonymous: Why is it turned off?
What do the mods/helpers do, anyways?
How is my activity being monitored?
Activity check changes
Applications/turnover rate
 → Test Drive Comm
Abilities on the application
Villains & Heroes
 → Recent Villain Activity
 → Upcoming Villain Activities/Plots
Death
World Plot/Paradisa Lore
 → Concrete Resolutions, etc.
Canon Updates
Mini-plot Planning
Changes since last HTG
Plots in General
Regular Plots?

How's The Game will now be held quarterly, in order to avoid excessively long stretches in which there is no outlet for discussion.

+1 /unpopular opinion :/a

[identity profile] liadrin.livejournal.com 2011-05-15 08:09 am (UTC)(link)
I am in the minority here, I know, but I do not at all like an additional loss being tacked on. It's difficult enough to think of a loss the first time around, much less the second. In terms of a game environment, I liken it to a game like World of Warcraft where the idea of dying is mild (durability loss, oh no. How awful) but builds over time with a time limit in place.

If I play a villain or a hero who is in conflict, dying might HAVE to happen at some point. Do I want them to suffer another PERMANENT loss on top of what they've already given? No. Do I want them to be traumatized enough to NOT want to go through that again? Of course I do!

This just feels like it will make people want to avoid conflict or confrontation, or that the flow of more dire situations will be forced to be unnatural. But then again, this is just my opinion, and I realize that I am in no way the majority here.

[identity profile] teds-up.livejournal.com 2011-05-15 04:06 pm (UTC)(link)
Minority non-withstanding, you're still a player and your opinion should be taken into consideration! And I completely agree with you. If there was an event to happen where a lot of characters would die, I think there would definitely be some muns that were reluctant to give up that death so easily when they'd have to tack on another permanent loss.

I think that an option would be the best-- the first death having it be optional whether or not to get another permanent loss, and the second death loss being mandatory, with every other being optional/mandatory. For those who don't get the permanent loss the first time around, they should still probably suffer similar in intensity. I don't know if an extended temporary loss would be enough, but... it's a start.
dontpatr0nizeme: (Default)

[personal profile] dontpatr0nizeme 2011-05-15 06:17 pm (UTC)(link)
You aren't the only one to feel that way. I rather strongly opposed the idea when it was first brought up. As it is? The 2 weeks has kept me dancing around ways to keep Wash from ever dying. This? Just makes it more likely I'll keep doing it.

Though it doesn't hurt that his major canon rival was apped in neutered anyway.

And I will say this much: Even with the dancing? A year and I don't think I've missed out on a single thing I wanted to do because of my OOC dancing. The people here are that accommodating with workarounds.