Mod contact (unscreened)
This is the unscreened mod contact post. To leave screened comments, please go to the screened mod contact post.
KIRA | HEAD MOD | |
TIME ZONE: CET | GMT+1 PLURK: AIM: janteslaw PM: ![]() |
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MARK | HELPER MOD | |
TASKS: AC and upkeep of lists; apps. TIME ZONE: CET | GMT+1 PLURK: AIM: marcuswolfrpg PM: ![]() |
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To get in touch with a mod, please use the above information. Contact to any of the mods, or the mods in their entirety, can also be made by commenting to this entry. Anon is enabled. Comments are unscreened. To leave screened comments, please go to the screened mod contact post. Please do not message the mod plurk. Playing NPCs is a group affair of all mods on an as-needed basis, as are applications. Please contact a head mod about them. |
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We haven't had a game-wide plot since the item monsters appeared in March, and that plot self-resolved two weeks later when the aliens landed, despite the claim in every plot post that no plots are self-resolving. A lot of players, myself included, were waiting for the latest plot post with high hopes, only to be disappointed by how limited its scope was. It's not that the ideas were bad ones--it just wasn't enough. We waited a month for a plot post that didn't even bring us a game-wide plot, and now we're stuck waiting another two weeks to see if maybe the next one will actually give us something to do.
The game has lost over 30 players in May alone. Many of them cited not feeling involved or not being able to get involved or having nothing to do as their reasons for dropping; many more probably have the same reasons but left them unstated. The game's going to keep bleeding players if that doesn't change.
The ways characters can interact with the events in the most recent post are limited. Geoff's open-door policy is a neat idea, but it's limited to characters in Locke City, or characters who are willing to phone a stranger. All the school-aged kids have finals to worry about during the week he's offering to meet. Some people aren't going to want to overcome the effort hurdle involved to meet him in person. The possessed car is also a neat idea, but it's another sign-up plot with only 5 slots, and your potential for interaction if not picked is limited to encounters in passing. It's not open-ended enough to actually give people something to do with it. Both of these ideas would be fine as-is if they'd been accompanied by a broader game-wide plot, but on their own it still leaves most of the game with nothing to get involved in.
Both of these events could've been expanded into something game-wide, too. Just off the top of my head:
- Geoff hosts a live video chat Q&A in addition to inviting people to come see him. This expands the opportunities for interaction to characters who aren't quite invested enough to take the initiative to meet him in person--or for characters not in Locke City, and the video part ensures that he's not giving up his charm person advantage in the process. (Alternately a reddit thread, if his charm-person effect would still work through text for people who've already seen him.)
- The possessed car temporarily animates other cars at random when it drives by them. This gives players a lot more options for how to interact with the event and many different ways to have their characters affected by it.
- Whatever's gotten into that one car has also got the public transit vehicles acting up, doing inconvenient things like opening the subway doors 50 feet from the platform or on the wrong side of the tracks, busses dropping off passengers at the opposite side of town from their stated stops, light-rails that keep stopping in intersections and holding up traffic, etc. These kinds of things allow for PCs to be affected by the plot while going about their daily lives, and that kind of inconvenience creates an excuse for IC proactiveness.
For every plot post, you need to ask yourselves how Average Joe Reincarnate is expected to interact with these events. If you aren't chosen for a sign-up, is there still opportunity for you to interact, or are you limited to just reacting? What's the scope of interaction possibilities? How many possible outcomes are there for plot encounters? How many possible paths are there to a solution? What can the average player, not picked for a sign-up, not proactive enough to dig up buried plot hooks, do with their characters while waiting for the metaplot to progress?
The question you need to have in mind when writing every plot post is, "Does this give the average player something to be involved in?" If it doesn't, make it. If there are plot reasons why events can't be expanded to allow more opportunity and more options to players, either change the plot or add on another, broader-scope event to go alongside it. Every plot post should make sure everyone has something to do. This is not the same as force-feeding your players plot; it's making sure they have plot hooks to hold onto and run with.
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In Season One, that meant players had to figure out a solution on their own and then cooperate with the mods to implement it. So far what I've seen of Season Two involves the mods handing the players a solution and then implementing it themselves. This isn't interactive. It doesn't allow for players to shape the game or to change plot outcomes.
A good example from S1 is the tainted water plot. Players had to figure out what was causing the problem, track it to its source, and then find a way to stop it. The smear campaign they came up with was a very clever solution that didn't require superpowers to participate.
In S2, we had the item monsters. This could have been an ongoing plot with a similar scope, requiring players to track the monsters to their source and then figure out a way to stop them from generating. Instead, the mods solved the problem for us by having the aliens fix it. There was a lot of lost opportunity there.
I realize that event was the old mod team, but in the most recent plot post, the new mod team seems to be sticking to the same philosophy. We're being handed a solution for the possessed car, pre-packaged, with no way to affect the outcome. When I joined this game, the main draw was that players drove the plot. Now it seems the plot is driving itself, and players can only sit back and watch.
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I know the game is tailored more toward super powered characters, but I had hoped that there would be a way at some point to get Jacuzzi involved. I suggested a lot of the public transit options, actually, mostly thinking about ways everyone could participate. Characters who are unpowered but interesting, and characters who are younger or older or less likely to out themselves are suffering, I think, because a lot of the bigger plots do require superpowers and life-risking.
And I'm not saying this plot is a bad idea. What I'm saying is that it would have probably been better if you'd implemented something game-wide first. While I know you mentioned a reaction post similar to the wise snake post, it isn't very similar at all--there was a way for literally everyone to get involved at that point. There were smaller snakes, rescues and first responders to be dealt with, making it something that the whole game really could get involved with. If we'd had a variety of things going on, everyone could have jumped on it and gotten involved again. Now we're stuck waiting until June 8th going "is there actually going to be something for us then?"
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We've also probably been much-overestimating the need for some manner of "transitional period" after what's happened this month - players are demotivated and several are on hiatus and with that in mind we might've been punking out, as it were, with a "but we're not going to grab your hands and force you to play again, if you're not ready yet", when, honestly, it is a mod's job to get players excited, and to reel them in is a good thing, not a bad thing.
In any case, we do much appreciate your time in and offering all of this - trust us, it will be taken to heart. While we are hoping that the next plot post will "refresh" on its own even as it is, we will be asking as many questions as we feasibly can in regards to its hooks and events. You're right - what this game could really use and deserve right now is to be impressed.
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We're still putting together the next plot post, so as we go forward with discussion we'll definitely be keeping this stuff in mind in order to offer more wide-spread opportunities and hooks to run with.
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Relatedly,
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Thanks for letting us know about the userinfo at
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(Anonymous) 2014-06-07 08:33 pm (UTC)(link)You are game mods. Your jurisdiction has boundaries. If you expect your players to respect each others' boundaries, you also need to respect your players by respecting the boundaries of your own authority.
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The warning in question was administered as a result of the player repeatedly causing friction and uncomfortable situations for other players, culminating in one particularly hostile attack on a certain player. It was not an isolated incident, it did not take place solely on Plurk, and we received several corroborating reports and additional evidence that merited the warning.
The behaviour that we were shown was completely unacceptable, and we feel that it is our duty as mods to keep other players from being subjected to it. As such, we administered a warning to ensure that it doesn't happen again. We feel that we should also note that several of the players who came to us said that this was directly affecting their time in the game to the point where they were considering dropping.
Hopefully this clarifies our decision.
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(Anonymous) 2014-06-08 04:41 pm (UTC)(link)It has been four days since Geoff tagged back. Some characters are still waiting on the first reply.
I understand that playing NPCs can be exhausting, since many characters flock to the post. However, a four days wait is frustrating, especially since currently this is the only plot related thing most of us can get involved in. How are characters supposed to get information when it seems like the threads are dropped right after the starters?
I know you guys have a life, and I’m not saying to drop everything and boomerang, but more consistency would be appreciated. As you say on this page, playing NPCs is a group affair on an as-needed basis. Between four head mods and four helper mods, could no one find the time to tag back at least once during these four days?
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Tags will resume today, but in the meantime, we certainly will confer when/before there's a chance of tasks lining up to be in position to juggle so that everything is locked as someone's first-order priority to tend to for as long as it's active. (I suppose I'm still getting used to having a full team with whom that can be done!)
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(Anonymous) 2014-06-17 04:40 pm (UTC)(link)However, I still feel it needs to be addressed - a ten day wait between tags is long, especially on a plot relevant post, especially in a game with 1:1 OOC : IC ratio and especially when you already got crit about it. It honestly seemed like you guys ignored it until today.
As I said in my previous comment, I the know mods have lives but I get the impression that you can’t keep up even with an eight people team. One example is Geoff’s post. Another example is the warehouse discussion post/OOC vote regarding Geoff’s plan. It was supposed to go up some time last week, according to the June 8th plot post. Nine days passed and the post hasn’t gone up yet.
I’m sorry, but it doesn’t look good. We haven’t had new apps in almost a month, there have been many drops. All this through no fault of the current mod team, but if people lose interest it’s your job to help them get it back. As fun as the current plot is (and it is fun, in my opinion, with various things to play with) how can players be invested if the people in charge of the game can’t keep up their own schedule?
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(Anonymous) 2014-07-09 02:17 pm (UTC)(link)July calendar?
Test drive? (12 days overdue.)
Plot post? (31 days and counting.)
I don't insist on plot posts as often as in the beginning of the game, but FAQ says "Often, but chaotically." I don't see that happening.
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Thanks for the reminder about the test drive! It will be up shortly. Just for future reference: In the past, the test drives were put up by both players and mods whenever they felt it necessary to post a new one. That is a tradition that we'd like to go back to after this one, which is also why the test drive shouldn't show up on the calendar again. So if you ever again feel that the test drive is overdue, you're welcome to put it up yourself.
As for the calendar, we seem to have gotten or wires crossed about whose task it is to maintain it, something that we will fix now. So it will hopefully not happen again and we'll fix the calendar itself asap (I only noticed that it was out of date this morning when working on a new navigation, and am both delighted to see that people use it and deeply sorry that I didn't catch earlier that it is currently useless). Apologies for that one.
da
(Anonymous) 2014-07-10 08:07 am (UTC)(link)no subject
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(Anonymous) 2014-07-10 02:27 pm (UTC)(link)no subject
Thanks again for your patience!
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I had asked about getting Nick involved with this and was told he might be able to have a higher level of involvement, depending on who was selected. I expressed interest and said I would keep an eye on the results of the sign-ups, and then nothing else happened. I had no idea that anyone had been chosen until the IC post went up today.
Unless I missed an announcement - and if I did, I apologize - I'm really disappointed at the lack of communication here. It feels like it's been getting harder to get involved with the main plot of STE, and I think more and clearer communication on behalf of the mods regarding events like these would really help.
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Eugen has icly contacted the FBI about the situation, so it's safe to assume that Nick can be as involved in that side of things as you wish him to be. Albero is hard to trace, but obviously this won't be as much of a problem for those with mafia contacts - a quick planning post for this sort of thing will be going up soon!
With regards to plot involvement: the cultist meeting and Badri's post are both ongoing and welcome backtags, if those would suit you at all! There'll also be ongoing mafia things (the nature of which are largely dependent on player actions in regards to Robyn's kidnapping, which I'm sure Nick would be welcome to join in with) and events related to the giant... lobster-crab-thing in Vegas. Hopefully something amongst that lot sparks some inspiration in you! 83
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However, Nick doesn't just have contacts in the mafia, he's actively working for them. Per my discussion with the mods, Nick would have been approached by Albero and told that they would be kidnapping a network member, and that Nick would be responsible for taking care of any legal repercussions. I was supposed to check back in when the kidnap victim had been picked to plot further.
Nick was supposed to have prior knowledge of this event, and I now feel like I'm playing catch up and trying to figure out how to work with what's already happened. I feel bad complaining about this because I'm the only one affected by it, but I wanted to make the reasons I'm upset clear. I don't expect anything to be changed, and I'll keep an eye out for the planning post and work with people to figure things out from here.
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I'm sending you a PM right now with some additional IC information, if that's alright! Again, I can only apologise for my own case of brainfuckage here and will try to make it up to you as best as possible.
(And never feel bad about complaining! You are free to kick my ass as necessary. >8V)
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Thanks!
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That said, you may post it both to the main comm of the media post, depending on if you want to interact with people in reaction to it or not.
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