Star Wars Roleplay: Chaos

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Solutions: PVE

[member="Aria Vale"]

PVE was one of the great successes of Omega. The threads were exciting and interesting and led up to some cool stories.

However, everything can be improved so here are some points to look at.

  • Multiple GMs – so long as they are active – greatly helps the main GM writing the story.
  • We need to make sure we reward initiative. Too often people wait and show no creative spark and just wait for the GM to lead them.
  • Reward good writing, not powergaming.
  • The objectives and layout needs to be clear. A map and clear definition helps here.
  • Try to reply to everyone in the thread, even with a little notice about their actions.
And anything else which comes to mind.
 
I think rewarding initiative is the surefire way to keep the more creative people going, absolutely.

But for those who just don't 'get' that - and we all know them, the people who are content to tag along while you do all the work regardless of how many hints you drop - I think we should just state clearly in the rules that those who aren't actively trying to move the story along and work against/for the GM's whims will have a hell of a time getting sweet loot or seeing further in to the story. A lack of creativity is a directly related to 'losing'. We can put it in kinder terms if need be, but I think black and white "you snooze, you lose" is the best way to put a fire under some people's bums.
 
I think having several good GMs will make handling a PvE thread so much easier on everyone for sure. It's definitely important that the GMs give writers a lot to work with, but from there I agree that we should just make it very clear that you get points for creativity and initiative.
 
We should provide people with some objectives to work towards and have one of the GMs be the one working on one. We can even provide a sort of "you have a fork in the road, which path do you choose" kind of set up leading to different objectives without actually telling people which one they are heading towards until after they have chosen and its too late to change course. This could help force some story out of people as well and encourage creativity as people won't be able to go for the easy route on purpose.

The issue though is people won't naturally split themselves up evenly. If we want to keep it equal for the GMs then this route is not the best idea. It does add some random chance, sort of, to the thread and should make the story more interesting for people. It is always more interesting and exciting when you don't know whats happening next after all.
 
Yeah, I deal with it much as I deal with D&D - give players multiple options you're happy with. If they do something complete crazy then you let those circumstances play out.

I think having an informal criteria for how to track people who can get rewards is good. We don't want to make it public since then it'd just encourage folks to try and game the system.
 

Rusty

Purveyor of Fine Weaponry
Might could have someone whose job it is to keep track of who's doing what, how far they're getting, how well they're working together, etc. They're not exactly keeping score, but they're not not keeping score either.
 
If we go a haunted mansion subplot we can give players multiple directions. I'd be willing to design a map with multiple floors and pathways, shortcuts, traps (nothing too expert. Think Darkest Dungeon for ease). Inventive players will have to write out interesting solutions to progress deeper into a more insane, free associative nightmare. As for the dull players I would just continue to spawn ever difficult beasts while their allies get deeper in. The "winners" get the loot or info. The hangers on get nothing but sweat and scrapes.

How do we handle godmodders tho?
 

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